Cheese Posted January 6, 2013 Author Report Posted January 6, 2013 i will be making this semi-public soon, to a handpicked group of individuals to assist me in fixing bugs and being a general second set of eyes for things i havnt seen. it will be like that for an undetermined period of time, and after that i will probably making this completely open to the public. there will probably be a period after that where i will be updating in a way that ignores possible contributions from outside sources due to rapid development, in which updates should be sent directly to me. after that, people will be able to make changes in the exact same way they would to the asss core currently. Quote
Cheese Posted January 6, 2013 Author Report Posted January 6, 2013 (edited) UPDATE:core modules loaded: fuck it check modules.conftotal source files to date: a bunchDEMO ATTACHED TO THIS POSTnext modules to write: encryption game physicsi forgot to mention that this one is interactive:up down left right f1 f2.sscpreview2.zip Edited January 6, 2013 by Cheese Quote
aquarius Posted January 10, 2013 Report Posted January 10, 2013 The response time is nice. I can't wait until the graphics are populated with SS graphics. Should fun very smooth. Keep up the good work. Quote
Cheese Posted January 16, 2013 Author Report Posted January 16, 2013 3:Cheese!> first message ever recieved by my new client:3:Cheese!> You have been disconnected because of lag (no data).3:Cheese!> X_x3:Cheese!> had to do it byte by byte on an ascii table   lol Quote
Dr Brain Posted January 17, 2013 Report Posted January 17, 2013 Haha, it's worth putting that into a historical note in your client. Quote
Cheese Posted January 17, 2013 Author Report Posted January 17, 2013 successfully connected client to my zone with persistent connection Quote
Cheese Posted January 19, 2013 Author Report Posted January 19, 2013 SSCclient: avg ping: 2517Â ploss: s2c: 0.00 c2s: 0.00Â Â ?????????????????????? Quote
Dr Brain Posted January 19, 2013 Report Posted January 19, 2013 Doing something silly like centiseconds instead of milliseconds? Or vica versa? Quote
Cheese Posted January 19, 2013 Author Report Posted January 19, 2013  Cheese!> ?lag -vSSCclient: s2c ping: 0 0 (0-0) (reported by client)SSCclient: c2s ping: 10001 9993 (0-10000) (from position pkt times)SSCclient: rel ping: 27 34 (0-336) (reliable ping)SSCclient: effective ping: 2515 (average of above)SSCclient: ploss: s2c: 0.00 c2s: 0.00 s2cwpn: 0.00SSCclient: reliable dups: -nan% reliable resends: 0.00%SSCclient: s2c slow: 0/0 s2c fast: 0/0SSCclient: avg bw in/out=32/4 ignoringwpns=100% dropped=0SSCclient: bwlimit=10382 b/s, burst 2048 bSSCclient: lag too high to playSSCclient: lag too high to carry flags or ballsI {0} [Cheese!] command to [sSCclient]: lag -v  Cheese!> ?lagSSCclient: avg ping: 2514 ploss: s2c: 0.00 c2s: 0.00I {0} [Cheese!] command to [sSCclient]: lag   no, i think its averaging things, and its using a default of like 10000 or something? ive got this in the keepalive   pos.time=current_ticks(); Quote
Cheese Posted January 19, 2013 Author Report Posted January 19, 2013 also, by setting it to 0, i can bypass it altogether, and it will only use the rel pingso it can stay in a ship now without getting lagspecced Quote
Cheese Posted January 20, 2013 Author Report Posted January 20, 2013   Cheese!> ?lagSSCclient: avg ping: 18 ploss: s2c: 0.00 c2s: 0.00I {0} [Cheese!] command to [sSCclient]: lag  Cheese!> ?lag -vSSCclient: s2c ping: 0 0 (0-0) (reported by client)SSCclient: c2s ping: 0 0 (0-0) (from position pkt times)SSCclient: rel ping: 31 36 (0-696) (reliable ping)SSCclient: effective ping: 18 (average of above)SSCclient: ploss: s2c: 0.00 c2s: 0.00 s2cwpn: 0.00SSCclient: reliable dups: -nan% reliable resends: 0.00%SSCclient: s2c slow: 0/0 s2c fast: 0/0SSCclient: avg bw in/out=121/16 ignoringwpns=0% dropped=0SSCclient: bwlimit=6920 b/s, burst 2048 bI {0} [Cheese!] command to [sSCclient]: lag -v   $$$$$$$$$$ Quote
Cheese Posted January 20, 2013 Author Report Posted January 20, 2013 it seems the downside to that is this:Â Â Â isnewer = TICK_DIFF(pos->time, data->pos.time) > 0;Â Â Â /* only copy if the new one is later */Â Â Â if (isnewer || isfake)Â Â now what the fuck am i supposed to do :\ Quote
JoWie Posted January 24, 2013 Report Posted January 24, 2013 Have you implemented the time sync? Quote
Cheese Posted January 24, 2013 Author Report Posted January 24, 2013 not yet, but it shouldnt be too difficult when i choose to i think the main reason is that the packet is never sent s2c, so i never wrote a handler for it Quote
JoWie Posted January 25, 2013 Report Posted January 25, 2013 That packet is involved in asss' lag stuff though. Quote
Cheese Posted January 27, 2013 Author Report Posted January 27, 2013 finally got mapdata workingit fought me kicking and screaming the entire way  now i can start drawing tiles n shit Quote
Cheese Posted January 27, 2013 Author Report Posted January 27, 2013 visit ssc distension and ?go dist if u want to see what this map actually looks like in continuumand yes, that is a rotated map Quote
valate Posted January 27, 2013 Report Posted January 27, 2013 If you do complete it, and you happen to not have gotten lazy afterwords, you should try to make it compatible on Linux and Mac. Â Quote
Cheese Posted January 27, 2013 Author Report Posted January 27, 2013 this is multiplatform, just as asss is Quote
aquarius Posted February 5, 2013 Report Posted February 5, 2013 Awesome progress in such little time. Keep it up Cheese - you might save all of our asses. Quote
Cheese Posted February 5, 2013 Author Report Posted February 5, 2013 for me, this is extremely slow, and ive been extremely busy and havnt been able to work on this at all, basically Quote
Lone Outlaw Posted February 5, 2013 Report Posted February 5, 2013 bermuda triangle... surrealism Quote
Cheese Posted March 1, 2013 Author Report Posted March 1, 2013 zero progress since my last screenshot busy irl Quote
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