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Mr Ekted Movie Geek
Gender: Joined: Feb 09 2004 Posts: 1379 Offline
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Posted: Tue Mar 15, 2005 8:02 pm Post subject: |
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I have pre-olfacnition. _________________ 4,691 irradiated haggis! |
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Cyan~Fire I'll count you!
Age:36 Gender: Joined: Jul 14 2003 Posts: 4608 Location: A Dream Offline
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Posted: Tue Mar 15, 2005 9:28 pm Post subject: |
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Ah. Sometimes I wish I had that talent. _________________ This help is informational only. No representation is made or warranty given as to its content. User assumes all risk of use. Cyan~Fire assumes no responsibility for any loss or delay resulting from such use.
Wise men STILL seek Him. |
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D1st0rt Miss Directed Wannabe
Age:36 Gender: Joined: Aug 31 2003 Posts: 2247 Location: Blacksburg, VA Offline
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Posted: Wed Mar 16, 2005 10:48 pm Post subject: |
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At least this person knows what OpenGL is and isn't talking about how they broke cont encryption in 5 seconds by reading some file that subgame spit out in their visual basic app _________________
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elux Guest
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Posted: Sat Mar 19, 2005 4:11 pm Post subject: |
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Hey guys..
in terms of copyrights and trademarks for "Subspace", does anyone know what the rules are? Including things such as the brand 'Subspace', the ships (warbird, etc.).. the graphics, the sounds ..
Peter |
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50% Packetloss Server Help Squatter
Age:39 Gender: Joined: Sep 09 2003 Posts: 561 Location: Santa Clarita, California Offline
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Posted: Sun Mar 20, 2005 4:08 am Post subject: |
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The game can't be called "Subspace" because you'll get sued. The owners of the rights to subspace have the obligation to protect company assets, so by calling the game Subspace you'll force them to take you to court; Or at least that's how it was explained to me. _________________ Current Terror Alert Level
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i88gerbils Oldbie Server Help
Gender: Joined: Dec 13 2002 Posts: 423 Location: OH Offline
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Posted: Sun Mar 20, 2005 8:45 am Post subject: |
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Concentrating on a new protocol is your best bet... if you can tack it onto a VIE client that you made. Hell, just make a client that can choose between VIE and your own protocol.
The reason why Ekted's so pessimistic is due to his views that have been posted repeatedly about this subject, and it deepens everytime he has to explain it. _________________ Oldbie Server Help |
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Mr Ekted Movie Geek
Gender: Joined: Feb 09 2004 Posts: 1379 Offline
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Posted: Sun Mar 20, 2005 9:55 am Post subject: |
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1. Most people think making an SS clone is easy, and they have no clue.
2. Most people who program think they are good, and they have no idea they suck.
3. Even if you made a better game than SS with fully functional client/server/hosts, you'd have a tough time getting a player base. A game is more than the code and the infrastructure; it's the community. There's an awful lot of inertia in a community. |
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Maverick
Age:39 Gender: Joined: Feb 26 2005 Posts: 1521 Location: The Netherlands Offline
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Posted: Sun Mar 20, 2005 10:25 am Post subject: |
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Respect, Ekted _________________
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Guest
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Posted: Sun Mar 20, 2005 5:56 pm Post subject: |
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Does anyone know if there exists a file format spec on the maps used in continuum? I was playing with the editor and I can see it knows what type of object has what property based on the row (ie. fly under, fly over)..
I am trying to find how the map was assembled so I can build an SDL wrapper to read/load the maps.
Thanks.
Peter |
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Smong Server Help Squatter
Joined: 1043048991 Posts: 0x91E Offline
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Posted: Sun Mar 20, 2005 7:01 pm Post subject: |
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Thanks so much. I arleady created a basic engine for ContinuumX (what im calling the SDL release). Right now I have the warbird flying around a very basic map... still need a lot of work.
Is there a place I can download all the extracted bitmaps (ships, bullets, greens, etc.), sounds and any other media used in the game? Not sure if such a resource is available. If not I will have to extract it all manually.
Thanks.
Peter |
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Smong Server Help Squatter
Joined: 1043048991 Posts: 0x91E Offline
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Posted: Sun Mar 20, 2005 7:19 pm Post subject: |
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Extract, lol. They are in your Continuum graphics and sound directory. |
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Guest
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Posted: Sun Mar 20, 2005 7:23 pm Post subject: |
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Eeek.. My mistake .. I don't actually have continuum on this machine as im developing on an OSX box. I'll go download the game. thanks.
Thanks.
Peter |
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Smong Server Help Squatter
Joined: 1043048991 Posts: 0x91E Offline
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elux Newbie
Joined: Mar 20 2005 Posts: 8 Offline
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Posted: Sun Mar 20, 2005 9:50 pm Post subject: |
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one thing I'm still trying to understand is why all the bitmaps were renamed to .bm2 and all the wavs to .wa2 .. was this to prevent people from accidentally editing them?
In addition, are there any other specifications on subspace/continuum out there? maybe something like the chat protocol or game network i/o.
Peter |
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elux Newbie
Joined: Mar 20 2005 Posts: 8 Offline
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Cyan~Fire I'll count you!
Age:36 Gender: Joined: Jul 14 2003 Posts: 4608 Location: A Dream Offline
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Posted: Mon Mar 21, 2005 9:10 am Post subject: |
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elux wrote: | one thing I'm still trying to understand is why all the bitmaps were renamed to .bm2 and all the wavs to .wa2 .. was this to prevent people from accidentally editing them? |
I think someone once said that VIE was going to create a modified format based on bmp and wav, but never got around to it. |
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EdTheInvincible Bumper? on!
Age:36 Gender: Joined: Apr 29 2004 Posts: 119 Location: Over There Offline
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Posted: Mon Mar 21, 2005 1:16 pm Post subject: |
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Well, I can't play their .flc files with anything else than ss.. _________________ Quidquid latine dictum sit, altum viditur. |
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elux Newbie
Joined: Mar 20 2005 Posts: 8 Offline
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Posted: Mon Mar 21, 2005 3:25 pm Post subject: |
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This message is for Mr. Ekted or anyone else who might know...
in terms of the game ai (ship movement), is there a spec on the parameters the server excepts to pass for ship speed/accell? from my understanding I should implement velocity/accelleration equations with force vectors and leave parameters open for the magnitude of the vectors (speed). These values would be retrieved upon entering a zone... correct?
Right now I am implementing the object (ship/bullet/bomb/thor/shrapnel) movement based on observation; is there a spec that shows the physics ai parameters used in continuum? (friction, gravity, force, etc. etc.)
Thanks
Peter |
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Mr Ekted Movie Geek
Gender: Joined: Feb 09 2004 Posts: 1379 Offline
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Posted: Mon Mar 21, 2005 3:36 pm Post subject: |
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There's no spec. Friction and gravity are not known for sure. Velocities are specified in pixels per 10 seconds. You can look at the MERV source to see the contents of the arena settings packet. |
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elux Newbie
Joined: Mar 20 2005 Posts: 8 Offline
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Posted: Tue Mar 22, 2005 3:16 am Post subject: |
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Ok thanks..
I talked to Snrrrub a few minutes ago and he mentioned the problem continuum encryption creates for 3rd party clients. The only way a 3rd party client (like mine, his or pxlyz's) will work is if we use the same encryption method.
seeing as how thats not an open algorithm .. it would be impossible to use a 3rd party ss client unless 1.) you cracked the algorithm (in which case a new version of continuum would be released with an updated algo) 2.) you are granted VIP access and use the old VIE algorithm
I wish there was some way of getting a linux / osx ss client out. There is a lot of development talent from Snrrrub and others but a lot of barriers to entry.
its unfortunate.
Peter |
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Guest
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Posted: Tue Mar 22, 2005 5:06 am Post subject: |
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in what units are thrust and rotation in the settings? i dont think they are pixels/10s.. (?) |
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Maverick
Age:39 Gender: Joined: Feb 26 2005 Posts: 1521 Location: The Netherlands Offline
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Posted: Tue Mar 22, 2005 6:25 am Post subject: |
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EdTheInvincible wrote: | Well, I can't play their .flc files with anything else than ss.. |
.flc is an old movie format from .fly I think.
You should be able to find some (dos) .fly movie viewers for it. |
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i88gerbils Oldbie Server Help
Gender: Joined: Dec 13 2002 Posts: 423 Location: OH Offline
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Posted: Tue Mar 22, 2005 9:27 am Post subject: |
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Quote: | we'll adapt ASSS to let your protocol and youll be able to play with Continuum clients without a hitch.
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I think that was said in this very thread.... O_O |
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Cyan~Fire I'll count you!
Age:36 Gender: Joined: Jul 14 2003 Posts: 4608 Location: A Dream Offline
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Posted: Tue Mar 22, 2005 10:01 am Post subject: |
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Quote: | in what units are thrust and rotation in the settings? i dont think they are pixels/10s.. (?) |
Smong and I had a debatea about the readability of this, but rotation is in 90°/hundredths of seconds (That is, 400 for a full rotation in 1s). AFAIK, nobody knows what thrust is in. |
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