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Vidiot_X

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Everything posted by Vidiot_X

  1. @Hakaku, That's what I need. Thanks, @all I'll post a new version shortly that will hopefully take care of the crash problem and the other listed issues. It should run faster on lower spec systems as it will allow 16bit color instead of just 32bit as well as verify if the resolution and color depth are available. L8r, Richard Betson AKA Vidiot_X
  2. Thanks. I'll fix all that up. I mainly wanted to test this on as many systems as possible and see how rotation works out. It tedious stuff making it work on DX and OpenGL. As to the name I'm open to ideas. I added SS as a tribute. L8r, Richard Betson AKA Vidiot_X
  3. @Hakaku What are your system specs? Thanks,
  4. Ok, Here is an update. It turns out I had the graphics driver/resolution dialog messed up, now fixed. I was also calling two graphic drivers and fixed that. I hope that helps. Please let me know what issues you encounter. L8r, Richard Betson AKA Vidiot_X Edit - Use file in first post.
  5. @Resol, Can you let me know what version of Windows your using and also which video card you use? Have you tried the lower resolutions? Thanks, Richard Betson Aka. Vidiot_X
  6. Hi, Here is a 'sneak peek' (see below) of the latest Phoenix SS client. It includes screen rotation and zoom. Screen rotation keys: --------------------- SCREEN ROTATION **Make Sure Num-Lock is 'ON'** View Right - Number-Pad 6 View Left - Number-Pad 5 View Up - Number-Pad 8 View Down - Number-Pad 2 Manual Rotate Left - Control+Num-Pad 4 Manual Rotate Right - Control+Num-Pad 6 F10 - Toggles screen rotation locked to ship rotation on/off. When this is on the screen rotation is locked to the rotation of the ship, so as you turn the ship the screen turns instead of the ship. The above keys 'do not' function when this option is toggled on. Zoom Keys: ---------- Zoom Out - Num-Pad '-' Minus key Zoom In - Num-Pad '+' Plus key Other Keys: ----------- Escape - Exit F1 - Help Z - Fire Arrow Keys - Move/Turn Insert - Warp Back to Start 8 - Capture Screen Shot Let me know what you think of all this rotation stuff:) L8r, Richard Betson Aka. Vidiot_X DOWNLOAD>> phoenixss_client2_sp30C.zip
  7. 04/12/11 Still hard at it. I'm stuck right now working out some bugs caused by converting all the code for rotation and splitting off all the various engines so that they can be used in other projects. It's slow going but worth it. I'll try and post a video soon, but the next version will have collision and some basic networking. L8r, Richard R Betson Vidiot_X
  8. 04/5/11 Well, it looks like real-time screen rotation is going to be a reality. Last night I got the screen rotating 360 degrees. This should work on all platforms that supports OpenGL as well as native graphic drivers like DirectX and Mac OS. So not only can you zoom in and out but rotate the screen in real-time. I not sure yet of the best way to use rotation but it's cool. I set the ship to point north (pointing at the top) and when you turn the whole level rotates instead of the ship. Crazy Wild! I will probably set up so you can manually rotate the screen as well or not at all. This addition has caused some other issues I need to address but al1 fixable. New version up soon. L8r, Richard R Betson Vidiot_X
  9. Well, I it looks like this is going to be a reality. Last night I got the screen rotating 360 degrees. This should work on all platforms that supports OpenGL as well as native graphic drivers like DirectX and Mac OS. So not only can you zoom in and out but rotate the screen in real-time. I not sure yet of the best way to use rotation but it's cool. I set the ship to point north and when you turn the whole level rotates instead of the ship. Crazy Wild! I will probably set up so you can manually rotate the screen as well or not at all. New version up soon. L8r, Richard R Betson Vidiot_X
  10. Generally I am in favor of the current "Intro while loading" format that the current SubSpace sort of uses. Richard Betson aka. Vidiot_X
  11. @ Aquarius Try using this current version here: http://forums.ssgn.net/topic/25355-phoenix-ss-client-alpha-29int/ That kind of DX error usually is a missing file needed (included in zip file) by Pheonix SS, which may be causing the OpenGL error as well. I use Win 7 and DX 11 and all is well. What Graphic card do you use? Some video cards have poor OpenGL support. Thanks, Richard Betson
  12. Ya, I'm still adding to the site but the bulk is done. I'll fix it here soon. Now that I have the Monkey project done. I can give much more time to this one. I have worked with the author of Monkey on three other programming languages and kind was honor bound to help out. Plus I love getting to have direct access and input. Anyway back to coding Phoenix SS:) Richard Betson aka. Vidiot_X
  13. Hi all, I have a new website up and running with a page for Pheonix SS. The new programming language I was writing coding/testing for was released today. In the links below you can check some of the demos I wrote for the language. Several are able to run in HTMl5 right in your browser. The other demos on the site (blitz stuff) are source code only but check back next week, they will all have executable files so you can view them. My Site: http://redeyeware.uphero.com/index.html Phoenix SS's page: http://redeyeware.uphero.com/phoenix_ss/main.html My Monkey (new language) Demos: http://redeyeware.uphero.com/monkey/main.html If your a coder check out the Monkey programming language site here: http://www.monkeycoder.co.nz/ Now back to coding Phoenix SS:) Richard Betson aka. Vidiot_X
  14. 02/18/11 I almost have collision working now. I'm playing with a few different models to see which will be the fastest. I'm also just about finished coding demos for Monkey a new programming language. Monkey has been stealing much of my time since I am testing for errors in the language itself, which can be time consuming. But, it's worth it as Monkey will eventually let me reach targets from webpages to cell phones and more. So in just a month I'll release a new demo. L8r, Richard Betson aka. Vidiot_X
  15. Right on. That's cool to know. I'll have a new version out soon. Right now I'm a little busy writing demo's for a new programming language, but that should only be a couple more weeks. Richard Betson aka. Vidiot_X
  16. Hi all, I have been coding demos for the programming language company I'm working with and will be for the next two or so weeks. The good news is that I am writing some collision demos that will translate to this project. So this means the next release will have collision in place which will finally make it playable. I can't wait. Richard Betson aka. Vidiot_X
  17. Hello all, I have been hard at work going through timing code which is now 'Rock Solid' as pertains to 'Frames per-second'. I have it now so that it limits the frame rate to 60 frames per-second even if hardware Vsync is set to forced (a possible cheat). On the other end, I have it recovering all dropped frames by looping through and calculating the physics that are missing. The end result is that even at 60 millisecond delay (like 17 FPS) the game still can function, although this will not be the case in the real world. I have worked out most of the anamorphic conversion issues for the lower resolutions. I plan to support resolutions higher then 1366 x 768 at some point in the future but for now this should suffice. I am now at the collision point and this is proving to be degrees of compromise. I have looked into using vertlet style physics which let you do cool things like push objects around or even 'rag doll' sorta physics. But this appears as if it will eat way to much cpu resource for low end systems. So I will stick with the current impulse/vector model I have in place. This also relates to rotating the screen which will also be to cpu costly to implement for low end systems. So, I will be implementing collision the next few weeks and giving all the code a good "house cleaning" as well as documentation. From now on I will begin to include a version history text file as well as 'use' documentation. After collision is added I will start implementing networking. I'll keep you posted. Richard Betson aka. Vidiot_X
  18. 01/08/11 Back from the holidays. Back to coding now. Richard R Betson
  19. Someone was on tonight that totally hacked DSB. Bullets faded away, decoys everywhere and much more. Was way crazy. On sepctating the guy was able to move anywhere cloak'ed and not die Posted it here, hope it is the right spot. -edit- UFO + ? I guess it was ENT who is the dev. guy? Never mind? Vidiot_X
  20. That's usually the result of a file (image or other type) missing. I have not hooked in try/catch error trapping yet so Phoenix SS will throw this kind of error. You could try re-expanding (unzipping) the file again and see if it runs. Which resolution and graphic driver did you use? An unsupported graphic driver could throw the same kind of error. I'll be adding some error trapping in the next update to try catch some of the common errors. Thanks for reporting your error. Richard Betson aka. Vidiot_X -EDIT- OK, I've added error checking to most of the areas that might cause a problem. If you can not get it working please wait for the next version. It should help isolate your error.
  21. 12-25-10 Still working out some of the issues involved with lower resolution aspect correction (anamorphic conversion). It is turning out to be a little bit harder then I had originally thought. But I have a handle on it now. New client available soon. Happy Holiday's, Richard Betson aka. Vidiot_X
  22. @Cheese I will give it some thought. That kind of thing is further down the development line. That said documenting wanted FX and features is most appreciated. So pile on the want list. Richard Betson aka. Vidiot_X
  23. I am in the middle of working out anamorphic conversion from 16:9 to 4:3 (to support 800x600, 1024x768) and that got me thinking why not get the whole map rotating. I too think it would rock! If I'm going to add it now's the time. I'll finish up this next Alpha release and give it ago. Richard Betson aka. Vidiot_X
  24. I was wondering if anyone uses a joy-pad style controller to play SubSpace? I am thinking of adding "Rotation" to the map engine allowing the user to change map rotation while playing. It seems to me that a joy-pad would be the best option to use this feature. Richard Betson aka. Vidiot_X
  25. ^Will do.
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