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pyxlz

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Everything posted by pyxlz

  1. Set up the ip and port in the config file. You'll need to connect to a server that allows vie clients though.
  2. try connecting to a server
  3. The network code is probably 95% complete. All the standard subspace protocol is implemented. Continuum specific packets are not in. I've been playing on local servers for continuum 0.37/0.38 (there is a problem with level checksums right now, so it'll kick you out in a few minutes). If there's been any updates since then it probably won't work. On that note, if anyone has do!@#$%^&*entation on protocol updates, a reference would be nice. www.openal.org I've included a slightly updated version of the client. The zip includes openal32.dll subdemo_11_11_2005.zip
  4. On my computer...?
  5. You need to extract it in the continuum directory. It depends on the graphics and sounds from continuum. Alternatively, you could copy all of the graphics and sounds into the program directory. There should definitely be better error messages and handling of this though. You're right, I should OpenAL, were there any other dll's that were missing?
  6. !@#$%^&*o everyone, I've seen a bunch of activity regarding a new subspace client. I skimmed the past few topics, but was wondering if there's an "official" status report on the new client. Specifically, is there any kind of prioritized feature list or timeline for development? Especially interesting would be a list of suggested additions to the game/client. I also worked on a subspace client clone about 1-1.5 years ago, and have recently found some time to work on this old project. The latest version is attached. Just extract into your continuum directory and set up the config file. I've been testing against an old version of the continuum server (whatever version worked with 0.37, maybe 0.38?). Let me know if you have any questions, problems, or suggestions. (I've included my todo list to give you some idea of what's still not working) Enjoy. subdemo_11_6_2005.zip subspace_todo.txt
  7. Well, I have a more or less complete client (minus prize synchronization and continuum encryption), but I haven't decided where to go from there. As far as cross-platform compatability, there's only a couple pieces of windows-specific code. Timers and threading is all I can think of offhand. The graphics are openGL and the sound is openAL. Granted there's still plenty of polishing to be done, but without anymore immediately interesting technical problems, the project has fallen a bit on my priorities.
  8. That's what I thought too...until I got banned.
  9. Having my own zone up works fine for small scale testing, but you miss things that crop up using a larger population.
  10. Are there any zones out there, with population ~10+, that allow the vie subspace clients (even as a spectator only)? I seem to have gotten myself banned from every subspace network in the process of testing subspace clients.
  11. After doing some work recently, I was wondering how someone else might design a client. Given any design goal, simplicity, academic, practical, extensibility, etc. - what would your architectural model look like? I'm more refering to code structure, but given free reign how, if at all, would you improve/redesign a subspace client (e.g. change the Hud layout)? I've attached the model (note that it is not exhaustive by any means) I've been using and welcome any comments/feedback. I'm really curious, though, as to how someone else would have done it.
  12. hex and stuff....hmm... I suppose I thought cracking typically involved decompiling, and trudging through !@#$%^&*embly and memory - not my idea of a good time . Like I said before though, if you have any references or want to provide code or algorithms, please feel free.
  13. well the only stuff I'm missing is the stuff that I'd have to fool around with the !@#$%^&*embly to get, so door sync, cont encryption, that's about all I can think of offhand. And I have some stuff that doesn't exist in the continuum client. Snrrrub may have code for the door synch. Shrap is also sync'd. ctmenc is tough. you need to write a virtual machine to rip it, whether starting from a deadlisting or reading the code in memory (which is my fav apprch) Cracking was never really my area of expertise, so it's on the bottom of my priorities now. But if anyone wants to make a contribution, I'm more than open to that.
  14. well the only stuff I'm missing is the stuff that I'd have to fool around with the !@#$%^&*embly to get, so door sync, cont encryption, that's about all I can think of offhand. And I have some stuff that doesn't exist in the continuum client.
  15. Mr. Ekted had a good suggestion a while ago. http://www.ssforum.net/index.php?showtopic...t=0entry10859
  16. Actually, you can make a tile of any rotation with roughly the same difficulty as 45 degrees.
  17. sure, how does it work? I was just wondering, would it be possible to make a set '45 degree' tile? I'll try to explain: _____ Â Â Â \x __ Â Â \_________ Â Â \ Â Â \____________ The tile marked 'x', instead of propelling one backwars when hit straight on, would propel you at a 45 degree angle. This would give us a feel that diagonals could exist in a map - true diagonals. Of course you can. Unfortunately there's no subspace standard of storing them, so it would be incompatible with any existing continuum clients.
  18. You won't be able to enter into continuum-only zones with that client. I think the problem is related to that. It looks like it received the arena settings ok - [17:58:15] FileLogger PACKET: Data buffer size: 1428 that should be the arena settings packet. I'll have to do more testing on regular servers, maybe the protocol is slightly different?
  19. I've heard of it now that you mentioned it . But seriously, I would like to see it if it's available anywhere. The map is received by the networking layer basically as a big file. It's then decompressed using zlib. The first section of the map file (.lvl) is already an image actually, in bmp format. So you can parse the file into the bmp section and tiles section. As far as transparent blitting goes, I didn't do that explicity. I used textured quads to display everything. To get parts of the texture transparent I used black (RGB 0,0,0) as a colorkey, adding an alpha channel of 0 into those parts.
  20. sure, how does it work?
  21. No, I didn't spend much time on balls yet. But even when I get around to it, there's still the issue of approximating a position through acceleration, so I'm not sure I'll ever be able to get it exactly right.
  22. Did you try connecting to a different server? It doesn't have continuum encryption, so you'll only be able to connect to ASSS servers or old vie servers.
  23. it's either part of Microsoft dev files or comes with Windows XP ...use google you lazy hoe i did google it and i was still missing files but now it works.. hm okay.. theres no collision detection and slightly laggy :/ meh but good work .. keep at it! Actually, there should be collision detection. Both object-object and object-map (player-map collisions have a major bug). The way it's working right now though, if it's running really choppy, it's not updated frequently enough and probably misses most of the collisions.
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