Jump to content
SubSpace Forum Network

Recommended Posts

  • Replies 190
  • Created
  • Last Reply

Top Posters In This Topic

Posted

I for one am a linux user who used to play subspace on linux. In my experience, when it did work, it worked better than it ever did on Windows.

 

this is the typical linux experience with most games that have functional linux versions.

 

Linux gamers will tell you all about the superior performance you get on Linux vs. Windows when it comes to OpenGL games (Quake1-4, UT, Doom1-3 for example). Even a lot of games that run through WINE without native support often have much better performance because.. quite simply.. linux handles it resources in a far superior fashion to Windows.

 

However, the distro of linux I used did something to WINE (the way it installs) and I've been too lazy to reinstall it the way the WINE version of continuum wants it to be installed. So I've since stopped playing.

 

The linux market would JUMP ALL OVER THIS GAME. They just need to know about it. Distros would probably include it in their repositories, and you'd have LOADS of people playing overnight more than likely. I recommend advertising this project to Ubuntu, PCLinuxOS, and Fedora Core users. You'll probably find a lot of bored game programmers there who would hop onto the project in a heartbeat.

 

I'm no programmer, but I would offer up all 8 machines I run linux from to do further server and client testing. Its not much, but its what I can offer since I've been playing this game since 1997, and havent played in more than a year.

 

Continuum on linux would increase the population and popularity of the game exponentially. If you "hate" linux I suggest trying out a PCLinuxOS LiveCD (just pop it in your CD drive, and boot from it, no need to install) and give it a taste. You'd be surprised how user friendly it really is with recent changes to KDE 3.3.5 and GNOME 2.1.2. In fact, my 53 year old mother who has been a lifelong computer illeriterate was able to make the change over to linux in less than 2 days of tinkering. In her words, "I've just been over thinking it.. this is actually a little too easy."

 

For those who are new to the concept of linux, let me explain the ultimate benefit of continuum on linux... Package Repositories. This is where linux software is stored and updated for a user to just download at will. A single program (such as Synaptic, apt, YaST, or YUM - depending on the distro) maintains an organized list of this software, and with a single click you pick it and it installs with all the needed dependancies attached.

 

Its easier than Windows by far, and again.. don't take it from me.. take it from the 12 year old children I've taught to use linux, or the 50+ year olds that I've converted over to linux.

 

I !@#$%^&*ure you it will be worth every effort to continuing continuum's future to port this over to linux (and not just through WINE).

Posted
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.

I was playing continuum on vista just a week ago. Its the RC1, x64 edition, build 5600 i believe. the only problem was that the client GUI (not the game itself) was blank, only the skin. Didn't even need campatibility mode. The game was already installed from my windows XP boot. In the GUI, the ships, zones, text, was invisible, but it was still possible to choose using the profile options. The game itself ran perfectly, no lag or strange bugs or anything. didn't try the minimized chat feature.

 

About getting it to run on mac, that shouldn't be too big of in issue with the new macs, since they can dual-boot both Mac OS and Windows _____.

If you want i can do some research into the vista GUI bug, but i'm no programmer.

 

and by new verison, you don't mean the next level/thirdspace thing? though i've always been dreaming of a fully 3D flying shooting massively multiplayer online game - like those Star Wars flying games, but instead multiplayer like continuum is.

Posted (edited)

There was a release where conti didnt work at but that was coz directX10 wasnt fully functioning yet. they fixed it so far now..

 

Edited by Smong: removed quote of entire previous post.

Edited by Smong
Posted

I think it would be a good idea to have switches ("in_game -z 102.203.344.233:6023 --ship=1", "in_game --help") instead of just have in_game say "run the gui", so that you can add a shortcut to the menu to start in whatever zone with whatever ship, and also, people could create their own frontends in whatever language they like.

 

And people, it's written in SDL, that's the portability basically taken care of right there:

SDL supports Linux' date=' Windows, Windows CE, BeOS, MacOS, Mac OS X, FreeBSD, NetBSD, OpenBSD, BSD/OS, Solaris, IRIX, and QNX. The code contains support for AmigaOS, Dreamcast, Atari, AIX, OSF/Tru64, RISC OS, SymbianOS, and OS/2, but these are not officially supported.[/quote']MacOS Classic may get left out or need special treatment if there's threading, but that's still a !@#$%^&* of a lot of platforms.

 

I know a *little* C/++, SDL, Java, and Python. More of X/HTML, CSS, JavaScript, and PHP. The most advanced programming thing I've done is a clone of this game where you shoot a ball that bounces around that then splits into smaller balls... I don't know what it's called..... so the most I can do on the programming front is probably hunt down bugs and learn from your code smile.gif Oh, and I have ZERO (0) graphics talent, but ... yeah, there's probably *something* I can do.

Posted
The most advanced programming thing I've done is a clone of this game where you shoot a ball that bounces around that then splits into smaller balls... I don't know what it's called....
Er, asteroids?

 

Going back to in_game, it is not a good idea to set passwords as command line arguments since these can be publicly viewable, especially on linux. It is useful for debugging purposes but I think it should also read some kind of profile file.

Posted

Hehe, no... everyone knows asteroids. I've since lost the actual program in one of my frequent formats/par!@#$%^&*ion shuffles, but to go into more depth, you are a little man who walks along the bottom of the screen with a gun aimed up. When you move, your gun points sideways so you can't shoot. The balls bounce around the screen and if one lands on you, you lose a life. When you hit a ball, it breaks into two smaller balls that then bounce around as well. When you hit a really small ball, it disappears completely. I think sometimes they dropped powerups when shot, but my version didn't feature that. When all the balls have disappeared, you go to the next level, which starts off with more balls on the screen than the previous level did. Mine had really crap MS paint graphics, but the original balls were scrolling rainbow coloured, and I think the bullets may have been squiggly, duke nukem style. I only ever played it once, about 10 years ago for about 5 minutes, on a 486 at my cousin's place at someone's birthday party.

 

Yeah good point about the passwords, didn't think of that. A profile file in %AppData%\discretion\ and ~/.discretion/ sounds like a good idea.

Posted
Going back to in_game, it is not a good idea to set passwords as command line arguments since these can be publicly viewable, especially on linux. It is useful for debugging purposes but I think it should also read some kind of profile file.

most linux applications i've used read from a config file but u can use the command line if you want to. so you have a choice that would be best really.

Posted

Yeah that's it. The version I originally played must have been a really crappy clone then.

 

Slightly back on topic - I've had a quick glance at the source, but I can not stand Visual Studio, and I've been doing a programming course that had very little actual coding going on (it all seems to have been business management, occupational health and safety, all that stuff I hate), so I had removed my Debian install. As soon as I can clear some space by getting some stuff burnt off to DVD without making coasters, I can reinstall it and then I can maybe create a kdevelop automake managed project so we get a nice "configure, make, make install" setup, add some Doxygen comments, knock up some .deb and .rpm packages, work on some docs - pseudo-useful stuff like that. Or I could just let you guys tell me what to do.

Posted
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.

 

This is my first post but the reason why I joined was to suggest the exact same thing. Now I have already begun to redesign the classic 8 ships and as I have knowledge with 3DMax and Zbrush, it shant be to hard for this to happen.

 

My plan was to keep the same style game play but redo everything from the game engine all the way to the ship design and graphical effects. One of the reasons why there aren't many people playing is graphically the game needs an upgrade. I will gladly lend my talents as an artist to this developement process.

========

 

On that note I plan a sum of no less then 20 different ship selections available. The original 8 redesigned and others such as larger vessels. Multiple modes of gameplay and a possible story line for a campaign co-op mode or offline play as well. Of course the game like the original should be easy to mod as so classic servers such as my fav Trenchwars could be made available in the new game. Those who create servers need to have the same freedom they did on the original. GFX/SFX need to be remade and the addition of new weapons from laser type weapons etc.

 

I may try and also buy the rights to a cheap 3d engine that can easily be moddified to what we want.

 

The last thing we need to do is possibly make it so different ship views such as a top/behind perspective can be added w/o changing gameplay.

 

Essentially what I am saying is keep the classic gameplay and scrap the rest. The game needs to also be an open source project

this way the users can also ensure it's success and help out as well not just the dev team.

========

 

I will probably create a new thread soon as I have already started to redesign the 8 classic ships. The 8 ships will be the same basic ships but with a new look and in true 3D. I plan on having 10 human ships and 10 alien ships. I will also post the basic story board I am working on as well for the single player/ multiplayer co-op modes.

 

This game is good I play it all the time but let's face it the game is OLD. It needs more pazazz and a complete redesign and it is truly the only way to keep the game alive for another 10 years. With dwindling numbers and lack of support I feel the classic game is not long for this world.

Posted

i think it would be sweet to have 3d ship models and levels,

 

while keeping the 2d perspective. That way you can have lots of cool lighting effects and nice graphics while keeping it true to its roots and its top down perspective plenty of multiplay 3d games already (anyone rember decent, it is very much like subspace but in 3d, you can upgrade your ship etc) I think an interesting thing to try however would be a first person turret view. so if you attached as a turret you would be fps

Posted
i think it would be sweet to have 3d ship models and levels,

 

while keeping the 2d perspective. That way you can have lots of cool lighting effects and nice graphics while keeping it true to its roots and its top down perspective plenty of multiplay 3d games already (anyone rember decent, it is very much like subspace but in 3d, you can upgrade your ship etc) I think an interesting thing to try however would be a first person turret view. so if you attached as a turret you would be fps

totally agreed

Posted
i think it would be sweet to have 3d ship models and levels,

 

while keeping the 2d perspective. That way you can have lots of cool lighting effects and nice graphics while keeping it true to its roots and its top down perspective plenty of multiplay 3d games already (anyone rember decent, it is very much like subspace but in 3d, you can upgrade your ship etc) I think an interesting thing to try however would be a first person turret view. so if you attached as a turret you would be fps

:o I had a similar post (but a little more indepth), though its replies were pretty negative about it. ;) Top view (at a slight angle) 3D would be excellent.
Posted
i think it would be sweet to have 3d ship models and levels,

 

while keeping the 2d perspective. That way you can have lots of cool lighting effects and nice graphics while keeping it true to its roots and its top down perspective plenty of multiplay 3d games already (anyone rember decent, it is very much like subspace but in 3d, you can upgrade your ship etc) I think an interesting thing to try however would be a first person turret view. so if you attached as a turret you would be fps

:o I had a similar post (but a little more indepth), though its replies were pretty negative about it. <_< Top view (at a slight angle) 3D would be excellent.

 

Had that some time ago. My server's been gone for quite some time, even though I still have all the stuff on it.

Guest
This topic is now closed to further replies.

×
×
  • Create New...