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Posted

Make it so you can see other ships "lean", like the image below..

 

http://24.103.124.222/thing1.gif

 

.. Instead of just seeing a diffrent ship other then yours just spinning flat out..

 

http://24.103.124.222/thing2.gif

 

Sorry if you dont understand im not in the greatest mood right now and ill explain better later if you dont understand...[/img]

Posted
oh, the roll, if it wont even show engine trails, it will never show rolling, btw, there is this uber-cool (never heard that word! smile.gif )trails, its in the ssasteroids game u can dl from ssdl, i think ists in win addons, and it comes with sorce, so i bet priit could copy and paste for a awesome thrust, (the trails roll over eachother!!)
Posted

*sigh*

 

Graphics can be customized by people with a brain and a bitmap editor. This includes the standard Paintbrush for windows. Please don't slag off Priitk for not doing something you can do yourself.

 

Addendum:

 

I think it might be possible to botch a sort of fake roll effect by having the rolling animation being used whenever an enemy player turns. It won't be the same but it would allow for some new effects such as the "barrel roll" that someone asked for. I don't see it being implemented though.

Posted
think he was talking about the function of that games exhaust, not the just images used

 

Ah I see. Again it'd be possible with Your ship but not on enemy ones and again its not of major importance.

Posted

Actually the roll is based on acceleration (sorry if I spelled that wrong). If the ship is accelerating in a direction which is not parallel to the direction of its velocity vector, it appears to roll to the side which the acceleration is on. The amount of roll is relative to the angle between acceleration and velocity.

I don't know if the Position packets in SS/Cont include velocity. If they do (which isn't likely), then you only need two packets in order to calculate the acceleration (and therefore the roll), because the acceleration would be the difference in velocities. If the Position packets do not include velocity (which is probably true), then velocity can be calculated with any two packets, and any two velocities can be calculated with three packets, so accelleration could be determined as soon as 3 packets have been received from the remote client.

 

Therefore, drawing rolling ships for other players is possible in Continuum. Don't ask me why it wasn't done in SubSpace in the first place though.

Exhaust *may* be possible... if a ship is accelerating, then it is probably "thrusting", and could generate exhaust. But there are other ways to accelerate too (like repels, wormholes, bouncing off walls).

 

-Nemo

Posted

Nemo, the overhead for working out the acceleration for ALL the ships would be too great and would cause horrendus strain on the server as well. I'm not saying it can't be done, I'm saying that it'd lag like -*BAD WORD*- even on a network with fast computers.

 

The end result is a purely aesthetic effect.

 

Why bother?

Posted
Position packets do include velocity, I imagine it might look like -*BAD WORD*- if you try to extrapolate roll from periodic position/velocity updates. What you see on your screen is already an extrapolation of location based on time/start/velocity of the preceding position packet, I guess you could just calc the roll based on the preceding two position packets (you could calc a rough estimate of accel. from two pos packets with velocity) -- perhaps priitk has tested this and found it to look like -*BAD WORD*- and just not be worth the overhead.
Posted
im stuck on the lag, and grelminar(forgive my misspelling), his packet offsets, im not sure what exactly what they do, and yes i do know what a packet is. but is there a way for a program like eEye, an internet security packet monitor that can monitor all incoming and outgoing packets. is there a way i could edit the packets (packet editor) to cheat in ss?? i know its encrypted...mabe...
Posted
is there a way? probably. If you even attempt to try to cheat, youll get nicely banned. And the ammount of time you need to edit and resend a packet is far too long, as the reliable que will be way outdated on the server end and just disregard it, i assume.
Posted
Nemo, the overhead for working out the acceleration for ALL the ships would be too great and would cause horrendus strain on the server as well. I'm not saying it can't be done, I'm saying that it'd lag like -*BAD WORD*- even on a network with fast computers.

 

The end result is a purely aesthetic effect.

 

Why bother?

true

 

mister manners, look up the word "Checksum". Of course since you "have the source" I'm sure thats not a problem.

allready did ^^

 

is there a way? probably. If you even attempt to try to cheat, youll get nicely banned. And the ammount of time you need to edit and resend a packet is far too long, as the reliable que will be way outdated on the server end and just disregard it, i assume.

all true, the ping on mi conection to tw is 30ms, do i have that long to send a packet 0.0? well, mabe just sending some mumbojumbo will work

Posted
Nemo, the overhead for working out the acceleration for ALL the ships would be too great and would cause horrendus strain on the server as well. I'm not saying it can't be done, I'm saying that it'd lag like -*BAD WORD*- even on a network with fast computers.

 

The end result is a purely aesthetic effect.

 

Why bother?

 

The overhead actually would not be too much. In my SubSpace Game Viewer (a program for watching recorded powerball games, like Mr. Ekted's SSVCR), I experimented with some things along this line. The part that makes a game slow is the graphics, not the calculations. The calculation for acceleration isn't a lot of work. And what do the servers have to do with this? It would be a client-side calculation only, and would require nothing else from the server. No noticable "lag" would be created at all.

Posted

SS Game viewer is finished? Give me a link smile.gif

 

I know the calculation is clientside but I thought feeding the acceleration to everyone, a constantly changing and unpredictable value which you can't extrapolate, would be very difficult to keep in sync. If you can prove otherwise, I'm happy to go with it.

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