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Author Topic: Space Station 13: C++ edition  (Read 6140 times)

Jakkarra

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Space Station 13: C++ edition
« on: September 05, 2009, 04:24:39 pm »

Righto, not much to say as of yet, topic's made for some coders, Loook at them.

qwertyuiopas

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Re: Space Station 13: C++ edition
« Reply #1 on: September 05, 2009, 04:36:06 pm »

Who will work on it, what skills do they have, and can ANYONE write a decently secure client-server setup?
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Jakkarra

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Re: Space Station 13: C++ edition
« Reply #2 on: September 05, 2009, 04:38:09 pm »

No idea mate.

Some guys from the thread had the idea, don't want to Clutter Brooses thread (although he DOES).

Pet project anyway.

qwertyuiopas

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Re: Space Station 13: C++ edition
« Reply #3 on: September 05, 2009, 04:48:52 pm »

(more of a question directed at those other people)
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Jakkarra

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Re: Space Station 13: C++ edition
« Reply #4 on: September 05, 2009, 04:50:57 pm »

Fine then, DON'T direct yourself at me, see if i care, i don't care.

What did you have for Lunch today? (anyone gets the reference?)

qwertyuiopas

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Re: Space Station 13: C++ edition
« Reply #5 on: September 06, 2009, 09:37:16 pm »

One: change the title to a more asking for helpish one.

Two: discuss game somewhat to encourage posts.



Okay, so to start, does anyone know about networking?
Do you know what can be done to avoid having to forward ports?
Any particularily knowledgeable people when it comes to networking security? (Only important part there is making sure that anything a client says they do is possible for them, but at the same time we should aim to avoid extensive network overhead by calculating some things clientside. Solar panel lighting for one(give the client the angle and the sun angle, and the client can pick the correct graphic))

Graphics: 2D, 3D, prerendered 3D sprites, 3D graphics in a 2D world, 2D with rotation?
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IndonesiaWarMinister

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Re: Space Station 13: C++ edition
« Reply #6 on: September 07, 2009, 06:38:01 am »

WHAT>

>)<
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Puzzlemaker

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Re: Space Station 13: C++ edition
« Reply #7 on: September 07, 2009, 10:21:06 am »

Hoo boy, there have been fans wanting to do this fooorrr.... years now.
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Dasleah

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Re: Space Station 13: C++ edition
« Reply #8 on: September 07, 2009, 05:05:29 pm »

Step 1: Hear about potential project and interested party in another thread.

Step 2: Contact them privately to see if they were being serious and, if so, offer help.

Step 3: Judge the realistic timeframe under which they can operate and produce a product, and, if necessary, recognise the need for help.

Step 4: If help is needed, contact people who you believe could contribute to the project, outlining the work already done and the precise role that they will be called on to do. If no such people are commonly known to you, then post general adverts for help on various forums, with a detailed post concerning all the work already done, the work needed, and why this isn't just another pipe dream that doesn't go anywhere.

Step 5: Work work work! Remember that a project doesn't exist until an even barebones product is available to Joe Public. Work towards that release and try not to build hype until something is actually done.

Step 2: Create a thread for them!

Step 3: lulz i dunno anyone wanna do this kk

Step 4: ???

Step 5: double ???
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Pokethulhu Orange: UPDATE 25
The Roguelike Development Megathread.

As well, all the posts i've seen you make are flame posts, barely if at all constructive.

Jakkarra

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Re: Space Station 13: C++ edition
« Reply #9 on: September 07, 2009, 05:10:46 pm »

PFFT!

My logic dost not worketh in that Manner, Knave!

I Know that'd be the best course of action, however.

when i learn C++ i'll do it myself if noone else does anyway.

qwertyuiopas

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Re: Space Station 13: C++ edition
« Reply #10 on: September 07, 2009, 05:24:05 pm »

When I learn C/C++ networking, I will help.
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Dasleah

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Re: Space Station 13: C++ edition
« Reply #11 on: September 07, 2009, 08:27:40 pm »

"When I learn C++..." is a phrase that is only ever true if immediately followed by "... it will be cold, icy day in Hell, that's for sure." Not to say you can't do it, or you won't do it, but let's face it - if you really wanted to, you'd have started by now.
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Pokethulhu Orange: UPDATE 25
The Roguelike Development Megathread.

As well, all the posts i've seen you make are flame posts, barely if at all constructive.

Jakkarra

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Re: Space Station 13: C++ edition
« Reply #12 on: September 08, 2009, 01:21:23 am »

I have started, i should've said; When i finish learning C++.

monkey

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Re: Space Station 13: C++ edition
« Reply #13 on: September 08, 2009, 11:43:26 am »

Okay, so to start, does anyone know about networking?
I do, a bit, try playing with http://enet.bespin.org/ or http://www.jenkinssoftware.com/ (kitchen sink included)

Do you know what can be done to avoid having to forward ports?
google for NAT Punchthrough, there is an explanation at http://www.jenkinssoftware.com/raknet/manual/natpunchthrough.html

Is there a basic show-some-sprite-walking demo that I can put my filthy hands on ?
if no, I'll make a SDL-based one, has anyone made a .png with all the ss13 tiles or something ?
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Puzzlemaker

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Re: Space Station 13: C++ edition
« Reply #14 on: September 08, 2009, 12:27:50 pm »

You guys don't seem to understand... people have been trying to put a team together to do this for at least five years, if not more.  The original creator left due to how annoying all of the fans were being, so no hope there.  I have personally seen at least three different attempts at starting this up (I was involved somewhat in two of them) and they all failed.

The only way this is ever going to get off the ground is if someone makes a prototype version and releases the source.  Until then, calls to action aren't going to really work.

Sorry if I seem like a naysayer, but it's true. 
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The mark of the immature man is that he wants to die nobly for a cause, while the mark of the mature man is that he wants to live humbly for one.
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