Jump to content
SubSpace Forum Network

Recommended Posts

Posted
If it wasnt written in .net why does it say I'm missing MSVCP70.dll o.O

it's either part of Microsoft dev files or comes with Windows XP

 

...use google you lazy hoe blum.gif

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 .. :D 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.

  • Replies 86
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Posted Images

Posted
how about ship to ship collisions? that would be kewl if ships would explode if they hit each other! ha, you could create a kamikaze zone for all those suicidal maniacs
Posted
it'd be cool if I could get it to connect

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.

Posted
What about ball friction? Is it basically just deceleration (decrease in velocity per update)? Do you have that right?

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.

Posted

I was able to go through walls o.O lol... and to tascar.. they used to have suicide options you'll see em in the config (MGB: I don't think these are used anymore.), f11 i think used to explode your ship blum.gif as a suicide..

 

However the topic of having a setting to make it hitting each others ships and walls should create dmg.. i dunno.. if that's the case, the system should allow for paneled shields like.. back left right frontal... then each have their own level of effectiveness blum.gif ... heck!

Posted

Mmm very interesting.. Was silly looking for MSVI70.DLL or whatever, the I one, not P or R or blah.. I actually came across one site, think it was www.windll.com selling Window's DLLs.. how much more illegal can you get? (id figure any .DLL is for your personal use, and you may only have one backup, selling is completely illegal), plus thats pretty lame, it comes free with the OS..

 

Anyways, everything sounds so exciting:) Get to it! .. I wish I could program:( Everytime I try looking at C++ I wish everything was VB and I run away.. Ima be one of the few capable of programming in binary, though. ez$

Posted

I am doing a very similar project. It's called "Metaspace", maybe you've already heard of it. Can you please explain how you wrote the part, which recieves LVL map, decompresses it and turns it into an image and how you did transparent blitting (I wasn't able to execute but I am sure this software blits the ships on top of the map)?

_

Please do NOT POST CODE because I DON'T WANT TO STEAL CODE but maybe you can explain how it works?

Posted

The program requires much DLL stuff.

 

msvcp70.dll (found it on the internet, downloaded it)

msvci70.dll (didn't find it anywhere)

 

... (don't know what it needs next if it has the MSVCI driver)

 

You should include the required drivers in your package.

Posted
I am doing a very similar project. It's called "Metaspace", maybe you've already heard of it. Can you please explain how you wrote the part, which recieves LVL map, decompresses it and turns it into an image and how you did transparent blitting (I wasn't able to execute but I am sure this software blits the ships on top of the map)?

 

I've heard of it now that you mentioned it smile.gif. 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.

  • 2 weeks later...
Posted
once pyxlz gets this, i will delete and be on my way

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?

Posted
well, i think priit made a minor change. mabe not. Well you can be in the arena for a few seconds, however i had a few problems downloading. You can see the ships moving around a bit, however the map won't transfer, just trying to be helpful here smile.gif
  • 3 weeks later...
  • 1 month later...
Posted
i could share with you the algorithm i'm using for tile-based collisions in my RPG

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:

 

 

_____
     \x
__    \_________
   \
    \____________

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.

Guest
This topic is now closed to further replies.

×
×
  • Create New...