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Mine GO BOOM
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What What
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PostPosted: Mon Jun 27, 2005 10:54 pm   Post maybe stupid    Post subject: Its alive! Reply to topic Reply with quote

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Yep, still here and everything is well. Currently busy times in Skype, but I'll try to find few days to deal with .38 release

PriitK
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D1st0rt
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PostPosted: Mon Jun 27, 2005 10:56 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

I was gonna say it was a great april fools joke until I remembered it was june


WAIT! IT SAYS 38!!!
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CypherJF
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PostPosted: Mon Jun 27, 2005 11:19 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

Why deal w/ .38 when .39 is out.... meh?
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newb
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PostPosted: Tue Jun 28, 2005 9:01 am   Post maybe stupid    Post subject: Reply to topic Reply with quote

Heh, was that an E-Mail from him, or posted on a different forum? icon_confused.gif
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Mine GO BOOM
Hunch Hunch
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Hunch Hunch<br>What What


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PostPosted: Wed Jun 29, 2005 12:51 am   Post maybe stupid    Post subject: Reply to topic Reply with quote

If you were able to get Priit to fix anything with Continuum, say proxy bug, map hacking, etc., what would it be? What current fixes need to be fixed to make Continuum work without problems?

If possible, email me detailed information about current bugs and/or hacks for Continuum that you know of. Include (inside zip files) any external programs (example: Cheat Engine [which you don't need to send]) that may be required for abuse some such loop holes. Don't be afraid if someone else may have already sent it before, I will filter and combind what is needed, and get it sent to the correct person.

Speed is important. Try to work up what is wrong and what is majorly wrong with Continuum. Nothing like "oh we need more LVZ stuff", more like "people have been map hacking a lot, and this is exactly how it works."

If it is directly related to hacking/cheating, email me. If its a major bug, such as exactly what do you feel is wrong with proximity, email me or post here.
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Cerium
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PostPosted: Wed Jun 29, 2005 1:10 am   Post maybe stupid    Post subject: Reply to topic Reply with quote

-Prox bombs tend to change or ignore players who trigger them:

Example:
Someone shoots a thor at me, and I begin backpeddling to evade, but the thor is traveling slightly faster, preventing it from triggering the 'player starts to move away'.
Another player on my team then enters and exits the thors prox radius without detonating it.

Ive seen it happen quite a few times under the perfect conditions... made me giggle.. until the thor/bomb kills me.

-Close bomb detection seems a bit off. I dont have any details on that though, just feels wrong at times.

-Need checks to determine if a lagged (slow, not dropped) weapon would have hit a player

Example:
Myself and another player have 200+ ms ping and go to gun duel. At close range, our bullets appear on the other side of our ships, without us taking damage.
The bullet should have hit us, but our obscene pings save us.
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CypherJF
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PostPosted: Wed Jun 29, 2005 2:06 am   Post maybe stupid    Post subject: Reply to topic Reply with quote

Eh, take a small scout ship into A1 tile 0,0 (say 1/2 radius of the normal ship), have a teammate attach then detach with a larger ship, the larger ship goes into the A1 null spot, then players are able to attach to it and avoid deaths this way.

I think this was designed intentionally, when you die, your ship is invisible and is set to this location until respawn. And its part of the wall-detection thing to move ships to the next available allowed-space.
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Dr Brain
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PostPosted: Wed Jun 29, 2005 7:37 am   Post maybe stupid    Post subject: Reply to topic Reply with quote

Quote:
In ASSS, the server can send a position packet to a client with that client's playerID so as to change their rotation/velocity/position. It also allows the server to turn off a player's antiwarp. This is a very handy thing to be able to do, as one can imagine. It allows warps without the speed loss of /*warpto. The bug is that once one of these packets has been sent to a client, the client's ship no longer shoots bullets from the proper location on the screen while moving. The effect doesn't seem to be noticable when stopped. The bullets appear a short distance in front of the ship. The faster the player moves, the more pronounced this effect becomes. Lag also seems to play a part, though I'm not sure exactly how as I have not done sufficient testing with different ping times.

My *guess* is that the packet gets run through the position interpolator and that somehow messes up the drawing from then on.

The effect stays with the player until they change arenas.

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D1st0rt
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PostPosted: Wed Jun 29, 2005 10:07 am   Post maybe stupid    Post subject: Reply to topic Reply with quote

Does anyone have info on that team hack thingy?
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CypherJF
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PostPosted: Wed Jun 29, 2005 10:31 am   Post maybe stupid    Post subject: Reply to topic Reply with quote

Dr Brain wrote:
Quote:
In ASSS, the server can send a position packet to a client with that client's playerID so as to change their rotation/velocity/position. [...].
.

+1 Mod Point. - if only we had such a system.

This is something I agree needs to be fixed. icon_wink.gif
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Dr Brain
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PostPosted: Wed Jun 29, 2005 10:35 am   Post maybe stupid    Post subject: Reply to topic Reply with quote

Um, we've been changing position, rotation and velocity in HS for quite some time. It's so seemless to the end user that most people don't even notice. They DO notice that bug I posted though.
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Smong
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PostPosted: Wed Jun 29, 2005 12:46 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

How about being able to change energy as well as position.

Currently you can grab the ball and ship change quickly to warp with the ball.

If you start off with no guns there isn't a icon stub. However all the other icons have stubs if your ship doesn't have that item yet.

It would be nice if cont accepted any prize number in the death prize, sending the c2s 'green picked up' packet with the arbitrary prize type in it. It can just ignore the green, fx: when flown into it disappears with no sound or prize being granted (like it currently does if the kill green is of type 0).
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CypherJF
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PostPosted: Wed Jun 29, 2005 2:11 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

<disgress>*wishes a linux port would be done so I can get off of Windows* icon_wink.gif </digress>
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Bak
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PostPosted: Wed Jun 29, 2005 4:40 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

from: http://www.ssforum.net/c/index.php?showtopic=7458

When I play the game often goes into the entering arena screen when I'm in the middle of something. It doesn't matter if i'm in game or in spec, or even alt tabbed. As you can imagine this is very frustrating. I've heard of someone else having this bug too, but I forget who. It just enters the entering arena screen and then never leaves... I need to quit and re-enter. Anyone else get this? or just me?

My prediction is that I'm getting sent random packets on the same port as continuum is using, and some of them get decrypted to the enter area packet... but I may be completely off.
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PostPosted: Wed Jun 29, 2005 5:28 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

There are also times that the entire screen is white, something that happens with the LVZ; though I don't know any specifics.
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Cerium
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PostPosted: Wed Jun 29, 2005 5:34 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

Oh, you guys just reminded me of one:

When changing arenas from chat mode, then switching to full screen mode right as the client is joining the arena, it tends to go into deadlock.
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PostPosted: Wed Jun 29, 2005 10:59 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

Probably something to do with loading the graphics and then timing out, I had that problem some times on high color depth. Also, what about that glitch where the chat background changes to like one of the "x" buttons at upper right
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Pests
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PostPosted: Thu Jun 30, 2005 12:58 am   Post maybe stupid    Post subject: Reply to topic Reply with quote

I found most of the current problems are caused by CE. Would you like information on how to do specific things with CE?
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CypherJF
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PostPosted: Thu Jun 30, 2005 1:03 am   Post maybe stupid    Post subject: Reply to topic Reply with quote

CE? What is this... CE...
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Pests
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PostPosted: Thu Jun 30, 2005 1:09 am   Post maybe stupid    Post subject: Reply to topic Reply with quote

MGB wrote:

If possible, email me detailed information about current bugs and/or hacks for Continuum that you know of. Include (inside zip files) any external programs (example: Cheat Engine [which you don't need to send]) that may be required for abuse some such loop holes. Don't be afraid if someone else may have already sent it before, I will filter and combind what is needed, and get it sent to the correct person.


Not sure if its still there, but while I was checking their forums I found Cos asking help on how to hack continuum/subspace. icon_smile.gif
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Cerium
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PostPosted: Thu Jun 30, 2005 2:14 am   Post maybe stupid    Post subject: Reply to topic Reply with quote

Oh, Also, theres the crazy bug that periodicly causes continuum to execute itself repeatedly instead of starting.
Keeps doing this until you restart the machine.
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Smong
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PostPosted: Thu Jun 30, 2005 6:02 am   Post maybe stupid    Post subject: Reply to topic Reply with quote

CypherJF wrote:
There are also times that the entire screen is white, something that happens with the LVZ; though I don't know any specifics.
Thats when colors.bm2 has changed between arenas, or changed from the default colors.bm2 if first entering the zone. There is also a similar problem with gradient.bm2, all the trails go white. And a seperate problem with gradient.bm2 is the burst trail appears to use L3 bullets trail instead of the burst trail row in the image.
http://forums.minegoboom.com/viewtopic.php?t=997
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PostPosted: Thu Jun 30, 2005 11:05 am   Post maybe stupid    Post subject: Reply to topic Reply with quote

I don't know if there is a real use of this program ->

http://www.hot-shareware.com/games/speed-gear/

but it allows energy recharge/bullets/ships/anything go superfast in your screen.
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PostPosted: Thu Jun 30, 2005 2:54 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

Here's an interesting bug I recently discovered.
I haven't been able to find the settings that trigger this bug, all the settings I've been running in my arena seem to be similar to every other powerball zone's settings, yet my arena is the only place it happens.
To test it out for yourself, enter chaos zone and type ?go premevents. Then get in a ship and wait for the ball to spawn and you can try it out.

That said, the bug is simple: When holding the powerball, you can fire with either tab, control, or insert in most zones where you can't fire while holding the powerball. However in my arena, if you fire the ball with the control key, you will be completely unable to fire any bombs or bullets, even after ship changing and/or spectating, until you warp by pressing insert key.
Alot of newbs coming into my arena get frustrated and I have to explain to them what happened:P

Also, if there's going to be .40 or something, maybe you could fix the settings so they don't crash the server if they are set to something crazy=)

-Reaem
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Maverick
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PostPosted: Thu Jun 30, 2005 2:58 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

Reaem, thats more server-side then client-side which I think priitk is not going to mess with (yet) (?)
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