Darkflare Posted June 27, 2004 Report Posted June 27, 2004 msvci70.dll is availible here http://henson.newmail.ru/News2002.htm
pyxlz Posted June 28, 2004 Author Report Posted June 28, 2004 i could share with you the algorithm i'm using for tile-based collisions in my RPGsure, how does it work?I was just wondering, would it be possible to make a set '45 degree' tile? I'll try to explain: _____ Â Â Â \x __ Â Â \_________ Â Â \ Â Â \____________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. Of course you can. Unfortunately there's no subspace standard of storing them, so it would be incompatible with any existing continuum clients.
pyxlz Posted June 28, 2004 Author Report Posted June 28, 2004 Actually, you can make a tile of any rotation with roughly the same difficulty as 45 degrees.
Yoink Posted June 28, 2004 Report Posted June 28, 2004 That would be rad, would you just have to have the tileset read differently so that a certain tile has that different bounce, or would you have to make it so that tile x,y has the different bounce?
mister manners Posted July 20, 2004 Report Posted July 20, 2004 Well as for 45 degree, the ship is really just a solid block that bounces off the walls and 45 degree lines on computers is jagged so if you rub up against the wall and try to move with it, you would get cought up
pyxlz Posted July 22, 2004 Author Report Posted July 22, 2004 Well as for 45 degree, the ship is really just a solid block that bounces off the walls and 45 degree lines on computers is jagged so if you rub up against the wall and try to move with it, you would get cought uphuh?
pyxlz Posted August 25, 2004 Author Report Posted August 25, 2004 whats the update for the last month a bunch
MasterDrake Posted August 25, 2004 Report Posted August 25, 2004 oo look at the pretty planets of lag anyways list what you guys got so far since the last update
pyxlz Posted August 26, 2004 Author Report Posted August 26, 2004 oo look at the pretty planets of lag anyways list what you guys got so far since the last updatewell the only stuff I'm missing is the stuff that I'd have to fool around with the !@#$%^&*embly to get, so door sync, cont encryption, that's about all I can think of offhand. And I have some stuff that doesn't exist in the continuum client.
catid Posted August 26, 2004 Report Posted August 26, 2004 Well as for 45 degree, the ship is really just a solid block that bounces off the walls and 45 degree lines on computers is jagged so if you rub up against the wall and try to move with it, you would get cought upG'day. Coming to you from my apartment & new cable service (hurrah!) Actually, the ships' bounding contours may be five-dimensional one-sided surfaces if we want them to be. ^_^
catid Posted August 26, 2004 Report Posted August 26, 2004 oo look at the pretty planets of lag anyways list what you guys got so far since the last updatewell the only stuff I'm missing is the stuff that I'd have to fool around with the !@#$%^&*embly to get, so door sync, cont encryption, that's about all I can think of offhand. And I have some stuff that doesn't exist in the continuum client. Snrrrub may have code for the door synch. Shrap is also sync'd. ctmenc is tough. you need to write a virtual machine to rip it, whether starting from a deadlisting or reading the code in memory (which is my fav apprch)
pyxlz Posted August 27, 2004 Author Report Posted August 27, 2004 oo look at the pretty planets of lag anyways list what you guys got so far since the last updatewell the only stuff I'm missing is the stuff that I'd have to fool around with the !@#$%^&*embly to get, so door sync, cont encryption, that's about all I can think of offhand. And I have some stuff that doesn't exist in the continuum client. Snrrrub may have code for the door synch. Shrap is also sync'd. ctmenc is tough. you need to write a virtual machine to rip it, whether starting from a deadlisting or reading the code in memory (which is my fav apprch) Cracking was never really my area of expertise, so it's on the bottom of my priorities now. But if anyone wants to make a contribution, I'm more than open to that.
mister manners Posted October 9, 2004 Report Posted October 9, 2004 if you mean like hex and stuff like thet type of cracking, there are tutorials on p2p and a few forums dedicated to cracking... i forget them but they aren't too hard to find
Jerogoth Posted October 9, 2004 Report Posted October 9, 2004 http://www.neochaos.de/forumemo/thanksbump.jpg
pyxlz Posted October 10, 2004 Author Report Posted October 10, 2004 if you mean like hex and stuff like thet type of cracking, there are tutorials on p2p and a few forums dedicated to cracking... i forget them but they aren't too hard to find<{POST_SNAPBACK}> hex and stuff....hmm...I suppose I thought cracking typically involved decompiling, and trudging through !@#$%^&*embly and memory - not my idea of a good time . Like I said before though, if you have any references or want to provide code or algorithms, please feel free.
Yoink Posted December 22, 2004 Report Posted December 22, 2004 Hey pyxlz, I'd love to assist you in several ways. Drop me an e-mail (glassprison@obitrate.com) - I could assist in graphics, and I have some mean ideas. I also can give you webspace.
elux Posted March 21, 2005 Report Posted March 21, 2005 Hi, I was just wondering where development went with this game. I noticed there haven't been any posts for months on this topic. pyxlz, are you still working on this project? Peter
azuma Posted March 21, 2005 Report Posted March 21, 2005 I extract the file, but it wont OPEN.. .. help! me..
Trained Posted March 21, 2005 Report Posted March 21, 2005 I hope this dosn't turn into a dead project. I have spent the last 15 min reading all the posts, and it seems like it would be one to reach beyond all the others that have failed to complete any projects.
elux Posted March 21, 2005 Report Posted March 21, 2005 I am working on my own client that I intend to finish. I have 2 other developers working with me. We are using SDL with C++ (maybe a little bit of Lua scripting) to build the game. The main purpose of our implementation is cross-platform compatibility as we intend to have it fully functional on Windows, Linux and Mac OSX... in theory the game should work on Pocket PC as well. We have a basic framework complete for sprites/collision/etc. but we are still studying the subspace network protocol for authentication, retrieving zone data (map, ship/weapon settings), and of course actual game play ... lots of work. Peter
pyxlz Posted March 22, 2005 Author Report Posted March 22, 2005 I hope this dosn't turn into a dead project. I have spent the last 15 min reading all the posts, and it seems like it would be one to reach beyond all the others that have failed to complete any projects.<{POST_SNAPBACK}> Well, I have a more or less complete client (minus prize synchronization and continuum encryption), but I haven't decided where to go from there. As far as cross-platform compatability, there's only a couple pieces of windows-specific code. Timers and threading is all I can think of offhand. The graphics are openGL and the sound is openAL. Granted there's still plenty of polishing to be done, but without anymore immediately interesting technical problems, the project has fallen a bit on my priorities.
elux Posted March 22, 2005 Report Posted March 22, 2005 pyxlz .. SDL has cross platform thread and timer support ..
EdTheInvincible Posted March 22, 2005 Report Posted March 22, 2005 Well, I have a more or less complete client (minus prize synchronization and continuum encryption), but I haven't decided where to go from there. As far as cross-platform compatability, there's only a couple pieces of windows-specific code. Timers and threading is all I can think of offhand. The graphics are openGL and the sound is openAL. Granted there's still plenty of polishing to be done, but without anymore immediately interesting technical problems, the project has fallen a bit on my priorities. Prize synch? I thought the client just puts them randomly on the map every now and then.
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