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Trash Talk - Pretty non-square turret with side guns and flames in front

Mine GO BOOM - Tue Mar 18, 2003 3:35 pm
Post subject: Pretty non-square turret with side guns and flames in front
What is up with you people? How did no one get this suggestion along to priitk before he sent it to himself?

PriitK wrote:
Support non-circular ship shapes (ellipse or even pixel-precision)
Allow specify turret locations with custom turret graphics
Allow specify weapon bay and exchaust locations

Smong - Tue Mar 18, 2003 4:23 pm
Post subject: Re: Pretty non-square turret with side guns and flames in fr
PriitK wrote:
Allow specify turret locations with custom turret graphics

What if the radius was small and the turret location was bigger? Ships would become "ladders", go up to a wall (face a certain direction), make people attach and detach and they end up on the other side of the wall(?)
Helicon - Tue Mar 18, 2003 9:48 pm
Post subject:
who the hell would want to sign on to be a "bridge"?
Mine GO BOOM - Tue Mar 18, 2003 10:59 pm
Post subject:
I assume this would be more like a tank, where a gunner can only shoot on one side, another gunner can shoot on the other side, and the main gunner on top.
reel bad - Wed Mar 19, 2003 12:35 am
Post subject:
Helicon wrote:
who the hell would want to sign on to be a "bridge"?

that's what i do in tw all the time: terr
Helicon - Wed Mar 19, 2003 4:12 pm
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you must suck at dogfighting icon_wink.gif

...but i got my answer
i aught to make a "bridge mod" for the terrier, in your honor
Smong - Sat Mar 22, 2003 12:19 pm
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I just thought of something else, do the turrets have proximity or is it only the carrier? If they did you could make like mine sweeping ships with some poor guy in a turret in front of your ship (if so someone could make a WWII arena with them tank mods called "the funnies").
Picano2.0 - Sat Mar 22, 2003 3:56 pm
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All attach to form a ladder icon_lol.gif
ROFL
Gravitron - Sun Mar 23, 2003 2:23 pm
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Well MGB if you wanna be a prick, or be a prick in/for pricktech's name.
I can be a bigger SOB:
Hey pricktech, why do you remake SS you fucking retard, recreate the INF engine with its own uber customization which surpass SS.
I can get you the client and mini server and editing tools to/for reverse engineering so why the fuck ya go remake SS instead of remaking the already present far superior engine? HUH!?

So there.

unf unf unf
Mine GO BOOM - Sun Mar 23, 2003 3:28 pm
Post subject:
Gravitron wrote:
Well MGB if you wanna be a prick, or be a prick in/for pricktech's name.
I can be a bigger SOB:
Hey pricktech, why do you remake SS you fucking retard, recreate the INF engine with its own uber customization which surpass SS.
I can get you the client and mini server and editing tools to/for reverse engineering so why the fuck ya go remake SS instead of remaking the already present far superior engine? HUH!?

So there.

unf unf unf


?
Gravitron - Sun Mar 23, 2003 5:40 pm
Post subject:
you complain to us how come we didn't thought of making non SS engine core features.
So I say, why settle just for those? why make continuedshit as a SS "made from scratch".
Why not remake from scratch the INF engine?
You can define any ship you want, not limited to 8.
You can have turret upon turret, xp, multiple stores, attributes, weps that explode on expire or not, weps that go through walls or not, simulated Z axis, ammunition weps, weps not based on your own intertia, instead of l1-2-3 bombs have a unique bomb set for each ship (really helpful in zones that are using unique characteristic for each ship) etc. etc.

Basically, your complain is lame and continuedshit is just that - shit.
If you are going to create something from scratch then create a REAL engine, at the least capable of making weps and ships not hardcoded, AT THE LEAST.
And if any, aspire towards an engine like INF's, and much more too (only thing INF can't do in comparison to SS is making decoys, well, if it needed to I'm sure jeff could've done it in few lines of code heh).
MnM{333} - Mon Mar 24, 2003 10:46 am
Post subject: oifajglkj
well um... yah sure Infantry has a better engin n stuff which is based or very similar to SS' but I think that if PriitK was to do a client that jumps from what Ctm is now to something that resembles Infantry he'd not only lose players but possibly servers and such. I'm pretty sure making an Infantry server is a bit more difficult than ctm's (I'm talking coding and of course setting up).

Ctm might end up looking like Inf. someday but not anytime soon ;)
SOS - Mon Mar 24, 2003 11:01 am
Post subject:
The Infantry engine was pretty cool and expanding on that would've been great.
It could possibly (with some changes) do exxactly all that the current can, so I don't see why anyone would lose people.
Altough the fact that there were no ready new servers and tools avilable when PriitK started this kinda says it all.
And MnM... I'm quite sure PriitK has worked with much more complicated things than a 3D-looking 2D game engine.

Quote:
What is up with you people? How did no one get this suggestion along to priitk before he sent it to himself?


Well this was posted multiple times on the old SSHQ dev board... not everyone has PriitK's home phone number...
Gravitron - Mon Mar 24, 2003 1:10 pm
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Actually MnM I am pretty sure I can speak for every zone owner that they would wish to, if they could, convert all their zones to the INF engine.
As said, the only thing you can't do is decoys.
I do belive you can spawn random greens, and in some cases benefitial more to the zone - specific greens spawn in specific location.
Not to mention multifire finally being customizeable and not greened/bot prized and so.
Mine GO BOOM - Mon Mar 24, 2003 11:14 pm
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I'm pretty happy at what we have for $0 salaries. If priitk could make SS into an engine as nice as infantry's, i'll be very happy. Then of course if we got a new version once a year, i'd be very happy too.
Gravitron - Tue Mar 25, 2003 4:18 am
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Why didn't he made the very least?
If you are going to make it from scratch as you all claim, then you are going to make it so the ships are not hard coded, it's the simplest common sense.
MnM{333} - Tue Mar 25, 2003 8:51 am
Post subject: fsadfds
then you'd be talking about a totally diffrent game on a totally diffrent server/protocol/whatever... small steps ;)

(I don't recall mentioning 3d stuff) o_o
Gravitron - Tue Mar 25, 2003 10:56 am
Post subject:
Server would be a tad different, instead of lookin for specific lines to read settings from, for a specific ship it would read a list of ships and then appropriate settings.
Smong - Tue Mar 25, 2003 3:32 pm
Post subject:
@Gravitron
Would you pay for SubInfuum?
Would the levels/maps be like 20mb downloads?
What has this got to do with a few possible features? (See first post).
And would it still work on older 200mhz computers with 56k?
Also I expect the Infantry team got paid to make it from scratch whereas Continuum is just a "legal" client for SubSpace made by someone who's not getting paid to do it.
Helicon - Tue Mar 25, 2003 4:10 pm
Post subject:
great idea... new server... make it... ill play
Gravitron - Tue Mar 25, 2003 5:52 pm
Post subject:
雷

I only pay for quality services, and I am against monthly P2P on a principle.
Please don't call it subinfuum, it sounds more gay than you can ever imagine.

The only thing that takes MBs is blowfish gfx, the games themselves and maps at the worst possible case only occupy a dozen MBs (heck, you could write a manual for some games that will surpass the size of the actual game's core, just look at subspace.exe - 56.5kb, infantry.exe - 612kb).
What makes zones today load so much is the amount of robust gfx put onto them with LVZs, the maps themselves are a MB the fattest.

I can name many "few possible features", but if we are laming around, why not think bigger or of the minimum expected.

Why shouldn't it work on lower comps?
Unless the code is as messed up as continuedshit and takes 100% cpu usage.
The only reason a 200mhz comp will have problem running Infantry would be the gfx (which can be reduced).
Otherwise, I see no problem having more than 8 ship types and weapons moving through walls creating any problems to the comp than the masses of ships and thors would do in the superzones we have now a days.
As for 56k modem, same thing, what makes SS work now is lag code, same thing that will make it work later.
More wep and ship types aren't what affect lag, those are settings and are sent by the server upon connection to the zone and are uploaded to yr memory comp's memory, what affects lag is more players, more weps flying around (again, superzones) etc. which creates more moving objects who's position and mere existance is a data which needs to be constantly updated and shared by the server.

continuedshit is hardly legal, and AFAIK trixter paid rod&jeff&juan to make infantry after the crusader : no mercy/online deal with origin failed.

雷
Dr Brain - Tue Mar 25, 2003 6:04 pm
Post subject:
Gravitron wrote:
Please don't call it subinfuum, it sounds more gay than you can ever imagine.


Remember kids: this is coming from the guy who calls the game we love continuedshit.
MnM{333} - Tue Mar 25, 2003 6:30 pm
Post subject: fdaf
hehe I p2p sucks ;)
http://wolf.cheats4us.org/pimptest/default.aspx?pimp=37966
SOS - Tue Mar 25, 2003 11:37 pm
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And the subspace exe is 619KB sa_tongue.gif
Gravitron - Wed Mar 26, 2003 1:38 am
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yeah, doh, was looking at the 1.35 loader and forgot it's not the 1.34.
Original (I think) subgame - 193kb, Infantry mini server - 316kb, games are small, still.

Brainer, I call the wannabe-client I hate from the ppl I despise continuedshit, I call the game I love SubSpace.
And now, you remember that, the game is SubSpace, not continuedshit, but, SubSpace.
Now you see why I call it continuedshit?
Get it sonny, this game is SubSpace, it was programmed by Jeff Petersen, drawn by Juan Sanchez and produced by Rod Humble.
Continuedshit is but a mere client, not the game, not a game, you remember that.
Dr Brain - Wed Mar 26, 2003 8:54 am
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I already explained it to you once, if you don't remember, I will do it again...
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