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Thank you Subspace Community

#71 User is offline   Trained 

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Posted 21 March 2005 - 01:22 PM

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.
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#72 User is offline   elux 

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Posted 21 March 2005 - 02:30 PM

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

#73 User is offline   pyxlz 

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Posted 21 March 2005 - 09:22 PM

Trained, on Mar 21 2005, 02:22 PM, said:

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.

#74 User is offline   elux 

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Posted 21 March 2005 - 09:56 PM

pyxlz .. SDL has cross platform thread and timer support ..

#75 User is offline   EdTheInvincible 

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Posted 22 March 2005 - 02:27 AM

pyxlz, on Mar 22 2005, 04:22 AM, said:

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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#76 User is offline   elux 

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Posted 22 March 2005 - 02:33 AM

pyxlz .. good luck with the continuum encryption bud http://www.ssforum.n...tyle_emoticons/default/smile.gif GOOD LUCK

#77 User is offline   Smong 

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Posted 22 March 2005 - 08:08 AM

elux, on Mar 22 2005, 03:56 AM, said:

pyxlz ..  SDL has cross platform thread and timer support ..<{POST_SNAPBACK}>
Last time I checked SDL_Delay took 25% CPU.

#78 User is offline   Dav 

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Posted 22 March 2005 - 10:44 AM

cross platform looks good, im waiting for a CTM for linux http://www.ssforum.n...tyle_emoticons/default/blum.gif
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#79 User is offline   D1st0rt 

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Posted 22 March 2005 - 11:17 AM

instead of trying to use continuum's encryption, its better to just write your own that can be included into ASSS
_UU___UU __SSSSS____AAA ____UU__ _UU__SSSSS____ AAA___
_UU___UU_ SS_______AA AAA___UU ___UU_SS___ ____AAAA A__
_UU___UU_ _SSSSS__AA__ _AA__UU__ _UU__SSSSS__AA ___AA_
_UU___UU_ _____SS_AA AAAAA__U U___UU___ ___SS_AAAAA AA_
__UUUUU__ _SSSSS_AA___ _AA___UUU UU___SSSSS_AA_ ___AA
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#80 User is offline   elux 

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Posted 22 March 2005 - 01:43 PM

D1st0rt:

That is what I am actually going to end up doing. However keeping in mind the encryption method you incorporate into ASSS will have to be closed source otherwise people will just write cheating software and ruin the game.

I am in the process of writing my client and then intend to create the extension to ASSS. The problem here is that most of the big zones don't use ASSS, so even after getting all of the code ready there won't be any servers ready for the support.

Perhaps using encryption to protect subspace from cheaters isn't the best way? maybe the server should incorporate some sort of anti-cheat bots that will check the player's properties after each kill .. to make sure no values have been modified in memory during game play (speed, bomb strength, etc. etc.) ... and if there is a discrepency to ban the user based on hard disk id... how do games like quake 3 handle cheaters? do they also use a proprietary encryption method or is it all up to punkbuster?

Peter

#81 User is offline   Pests 

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Posted 22 March 2005 - 08:22 PM

pyxlz, can you tell us more about the features your client has over continuum? Maybe some screenshots or perhaps another demo? I didn't know this topic existed until I was reading some of catids post and it's very interesting.

#82 User is offline   SOS 

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Posted 23 March 2005 - 12:27 AM

Games like Quake 3 are not made by dumb people and thus are server-authoritative which prevents most cheating. Subspace, however, was never meant to be secure in that way...

#83 User is offline   Maverick 

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Posted 23 March 2005 - 02:12 AM

Well when writing a new protocol you should at least make it backwards compatible to the current protocol so it can be used on existing servers :unsure:

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#84 User is offline   Coster Mila 

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Posted 24 March 2005 - 09:01 AM

well player identifying is a joke in Continuum as it is.. MacID to start with..
I would imagine that someone with the amount expertize in inserting spyware to programs that Priitk has, he could've done whole lot better..

Oh and not to forget, that games like Quake 3 also cost you money to play http://www.ssforum.n...tyle_emoticons/default/smile.gif

#85 User is offline   Paine 

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Posted 24 March 2005 - 09:22 AM

Coster Mila, on Mar 24 2005, 03:01 PM, said:

Oh and not to forget, that games like Quake 3 also cost you money to play http://www.ssforum.n...tyle_emoticons/default/smile.gif
<{POST_SNAPBACK}>



He's got you there o_o

#86 User is offline   SOS 

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Posted 24 March 2005 - 11:40 AM

That is an exceptionally meaningless statement...

Anyway, there's no real good way to identify players. Macid is a lot more than most other things have! Basically the only reliable way is the IP. Any other data can be freely modifier by the player. Good old Palladium would come in handy here.

#87 User is offline   The Apache 

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Posted 25 March 2005 - 04:05 AM

rofl, it disconnects for me, and says im banned from the SSC network until 2015... but then, I can enter SSC zones.. weird http://www.ssforum.n...tyle_emoticons/default/smile.gif
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