Jump to content
SubSpace Forum Network

Recommended Posts

  • Replies 391
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Posted Images

  • 1 month later...
Posted

http://dl.dropbox.com/u/31589881/Screenshot-1322562615560.png

 

 

Added a new concept: Dynamic map setting.

 

Basically the way the map works is in chunks of 16x16 tiles. the chunks are stored as a byte per tile type.

 

The system works simular to minecraft in that the chunks load closest to you, but seeing as this isnt as big as a minecraft chunk, loading many should not be an issue.

 

The idea arose when people spoke to me about minecraft in subspace, and I thought "How fun would it be to play subspace games like turf, and ctf, when you can play in bases you make, and tiles can be damaged?"

Posted
There is a damage module, I think Smong wrote, and JoWie had done some work to it, it tracks damage and you can make it track damage on tiles, and destroy them.. never figured out how though.
Posted

We have a saying in my trade... "Focus on the Solution, not the Problem."

 

In your case, by constantly moving on and working on a little bit here and there, you'll accomplish far more than many before you. You won't get frustrated, and you won't dwell on something not working. You can always come back and fix it later with some help.

Posted
Networking is partway through. I am using KyroNet as a networking library designed for this kind of networking. It is AMAZING. I have the players logging in, sending / receiving messaging, and moving and showing up on the screen.
Posted

Okay Collision is nearly done.

 

I also need to get a better system of sending the player's x and y coordinates without a jump because of offsets due to udp packets failing to arrive and offseting the player relying only on it's momentum. (the reason why im not sending x and y often is because how jumpy the player is)

 

worked on message sending a little to organize into staff commands / staff checks on the server's side.

 

 

I also plan to add seperated chats for staff and squad, using pink and purple text colors.

Posted (edited)

This is great, can you github/svn the source so a) we can fork it and work on stuff, and B) thinking about porting it to html5 + javascript.

 

Not too worried about performance.

Edited by Marioman
Posted (edited)
The graphics have been done in html5 before (and it performed well), the issue was/is getting the networking right Edited by JoWie
Posted (edited)

I was asked not to share the link, but maybe the author will reply (doubt it since I have not seen him for like a year).

 

The issue is not being able to open a connection (I have a working WebSocket version 8 server (not subspace) ). The issues include things such as:

  • Its TCP, not UDP. This means you will have problems with syncing clocks, nagle's algorithm, packetloss delaying any subsequent packets, et cetera
  • The client can not be trusted in any way. The protocol will have to be set up a lot different than what continuum uses. But at the same time with low latency and low input lag.
  • A lot of data must be moved away from the client, such as cloaked players
  • Players can modify the client to aid with things such as aiming
  • Things are very easy to automate, you will need a way to prevent bots for RPG-style zones.
  • The impact of rogue zones must be limited in some way

I know how to fully or partially solve these points, but I do not have time to spend on this until February (not the same project as previously mentioned).

Edited by JoWie

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

×
×
  • Create New...