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Posted

http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Aphelion/Apss.png?t=1342287799

 

 

Worked on the GUI for chat today. I want to make it possible to set visible chat history in a way that helps filter. the button on the left will have a graphic soon, but it is for toggling the tabs.

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Posted

Just a comment for sprite management:

 

It would be a nice feature if, for example you had an image you wanted to use that was facing up. You could use the lvz to rotate / flip it, rather than having to use multiple images in the lvz. Perhaps a system to rotate by degrees.

Posted (edited)

All those chats belong except the staff chat.. no games i ever played had a fixed default chat for staff.. if you can still create chats, that's all you need if staff wants a chat. Otherwise anything staff would say would be shown in Zone chat through announcements. It seems a bit self centered otherwise.. staff should be in the background not even noticed.

 

if i misunderstood something, then forgive me.

Edited by Lone Outlaw
Posted
I think that is meant more as like *warn or a message from staff than a chat for staff themselves. Otherwise it'd be pointless to show everyone.
Posted

I think the staff chat was concluded too quickly. It would only show to staff.

 

I also think permissions need to be done via permission node (look up on how Bukkit servers do permissions on Minecraft Bukkit servers)

Posted

I would personally move most of the Subspace-specific things to clientside modules. Bursts, repels, the split between guns and bombs (maybe someone would want a third weapon type, "heat seeking missiles", using some generic weapon interface), that kind of thing.

 

Not sure if you're already planning to do this, but I just figured I'd mention it. Making "subspace" a set of modules that mimic the setting rather than the core of the game would make it much easier to make completely different zones.

  • 4 weeks later...
Posted

Well It's been a year (about) since i started the project. It isn't dead, and it's just that JoWie and I (mostly JoWie atm) are making a stable, properly working engine to make sure we dont have any serious issues in the comming days of our development for Aphelion. Please understand we are working to get this to a playable state as soon as we can. :)

 

Happy 1st (on 26th) !

Posted

short term todo:

 

* finish test cases (and debug) the current physics/simulation stuff. (currently only movement & warping)

* convert rest of aphelion code to use the new physics engine

* networking for the above (server,multiple players,yay)

* weapons

 


http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/SubspaceTitleSpin.gif

 

Posted

So I made a fun decision... Seeing as how the ships changed from the Sniper era to the Subspace era, and copied from subspace to continue, I think it would be best for me to simply apply a new shift in the ship models as the Sniper to Subspace era did. Since the source art is truly lost now as confirmed by the artist himself, Juan Sanchez, there's no point in holding on to that precision.

 

I've made this model for a Warbird in just a few hours, and I like where this decision is going.

 

http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Aphelion/Ships/Warbird/Warbird-Top.png?t=1345645548

http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Aphelion/Ships/Warbird/Warbird-Bottom.png?t=1345645546

http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Aphelion/Ships/Warbird/Warbird-Front.png?t=1345645546

Posted

Javelin:

 

http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Aphelion/Ships/Javelin/Javelin-Top-1.png

http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Aphelion/Ships/Javelin/Javelin-Bottom.png

http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Aphelion/Ships/Javelin/Javelin-Front.png

http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Aphelion/Ships/Javelin/Javelin-Diagonal.png

  • 3 weeks later...
Posted (edited)

i don't really like them at all,

 

You might mistake this for trolling or something ridiculous like that, but really isn't anyone allowed to have an opinion anymore? To be critical is a good thing, today people throw praise around way too much. Take the voice for example, every singer that sings on there, is great and beautiful, etc etc, That's great, why are they even having a competition for? Just give them all the medal or first place and go home.

 

But back to the ships, they have too many holes in them. Not really elegant or simple.. the jav is better than the warbird.. Warbird looks like it flew through a cheese grater.

 

The design itself reminds me of some post apocalyptic earth animes, with air battle ships etc. The ships seem more atmosphere oriented than space oriented.

 

But i agree, color them up, and they might improve ten fold, no way to really give an accurate opinion until they are complete right.

Edited by Lone Outlaw
Posted

So JoWie made a generic scalable zoomable camera setup on Aphelion.. so I took the bait and turned the numpad buttons into a zoomifier!

 

http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Aphelion/ApSS-1.png?t=1347827097

http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Aphelion/ApSS2.png?t=1347827097

http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Aphelion/ApSS3.png?t=1347827097

  • 4 weeks later...
Posted (edited)

Update:

  • First version of the physics engine is done and in use for singeplayer. All integers, not even a float as an intermediary. Uses timewarps for consistency and anti-cheating (in most cases without memory allocation). Supports multiple players.
  • I now have a complete plan for networking (for the first version). the packets are also written (using protobuf).
  • Embedded http server is done (all the existing libraries are way to complex, so I wrote my own last weekend). This is only intended for in-game downloads and perhaps a very basic website for a zone. hah

Todo:

  • The actual networking communication (the client is already ready to handle multiple players). First version is TCP (WebSocket) using multiple sockets. Later on UDP will be added (or maybe not if it turns out TCP is good enough).

Aphelion should use less networking data than continuum for the same task, however continuum has more redundancy. Aphelion would benefit less from UDP.

The advantage of websockets is that a zone can run on port 80 so that it is less likely to be firewalled. It also lets you use reverse http proxies such as nginx and varnish so that you can run multiple zones on the same server on the same port. (yay for IPv4).

Edited by JoWie
  • 4 weeks later...
Posted

So Im not dead, and I finally completed the shipset (or a usable one for the time being) for Aphelion.

 

It doesnt really bother me that these dont resemble 99% of the latest VIE ships, because the ships in VIE evolved quite dramatically in VIE's days running subspace, so I felt comfortable doing this myself.

 

http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Aphelion/Ships/ShipSet/ships.png?t=1352307663

 

 

All renders of the ships atm are at http://s559.photobuc.../Ships/ShipSet/ . Im sure this wont be what they look like in the future, but it is SOMETHING to use that is new and has source art not lost by time.

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