2012
01.27

Changes:

  • Tidied up the menus to a single 4 menu screen
  • Removed Demo/p2p listing in side list, replaced with net.server syntax
  • Mac client now uses pre packaged libs for ease of use
  • Server now properly handles dumb fire missiles
  • Client can now handle Remote events from server for the dumb fire missiles
  • Server side collision model for dumb fire missiles implemented
  • Split binaries/data into separate files parsecdata.zip, parsec-mac-bin.zip, parsec-linux-bin.zip for easier download updates
  • Fixed bug with Missile collision system and now dumb fire and homing missiles can do damage
  • Fixed issue with laser upgrades where the server wasn’t recognizing the upgrade resulting in damage to other players always remaining level 0, now upgrade 1 and 2 work correctly
  • Fixed issue with repair and energy boost not giving amount defined in server configuration

Known Criticals:

These issues have cropped up during play testing the client/server

  • Remote clients dropping mines may abort, This is due to the client trying to execute a ship killed event when the server does not recognize mines so the death is invalid
  • Firewalled users filtering UDP that interferes with Parsec may cause a rapid reconnect/disconnect event and the server aborts
  • Invulnerability power up becomes permanent, the invulnerability power up has been disabled until corrected

It was a pretty successful week so far, it is starting to become a lot of fun, there was a 5 player battle mid week to test out the dumbfire rocket collisions. Currently the servers player limit is set to 16 I would like to try and max that out at some point.

Jason W who made some of the original changes in 2004 has started working on the windows build. From my understanding he became horribly frustrated and may be working on creating an SDL user layer which would benefit and improve all 3 platforms. I will continue implementing the server one piece at a time and if you want to check in and have a fight feel free to download the files just keep in mind the mac client is exceptionally limited at the moment, linux however seems able to do fullscreen, mouse input and is generally more stable.

If you decide to try it out the server is 212.13.194.182 This address will be changing hopefully very soon, the server just grabs the first IP (fixme) on startup currently, this one will be going away. I’ll update this post if it happens before next weeks update.

Stay tuned

2012
01.22

Ever hear of Parsec? probably not, it was a hopeful Internet space shooter back in 1999-2001. The team developing it released a running demo version and 2 LAN builds and that’s all the public ever really saw.

In 2003 they released the source code!

Then nothing happened.

A couple times 1 or 2 people (myself included) tried to fiddle with the source but this usually ended in frustration and giving up.

About a week ago I was searching for any sign of activity ANYWHERE regarding this and I found a mailing list from 2008. It turned out someone named Jason W had modified the source to some degree and had set up a linux build that worked better with the GNU tools than the original distribution and got a linux client to build. Turns out the SVN still worked for his branch and i tried it out myself. Sure enough it did work! I was back in.

Then I took his code and made a mac x11 client out of it
Then I took the original server code and got it to build

The server was fairly broken, it would crash out the second anyone fired anything other than a laser. I did some tweaking, properly defined some objects and I was able to get it to run pretty stable.

Yesterday I had a 3 client match over the internet over the server and clients I had built, something that probably hasnt happened with this code in a long time.

Also Jason W’s interest has been captured again and he is working on getting the Windows build working again.

Sure this is a very old project that technically died long ago, but in that time no one has created anything similar so it is worth a second look.

Linux build: parsec-linux-net-alpha.tar.gz

This was made on Ubuntu, I have tested it on debian as well, other linux distro’s success may vary depending on library naming.

Mac x11 build: parsec-macx11-net-alpha.zip

This requires X11 installed , the resolution currently can’t be changed

Known Issues with clients:

-The menu data is from the LAN build and some options do not work

-Mac client does not do fullscreen or resolution changes

-No joystick support on mac

-Joystick support built in linux client but untested

Current server limitations:

-Missiles do not work (you can fire them but the server doesn’t process them yet)

-No helix cannon

-No lightning gun

 

However, this is just the beginning and less than a weeks work…And it’s still fun even in this state

 

2012
01.15

Fiction vs Reality

In 2669 the TCS Concordia is ambushed by the Kilrathi and disabled. The hulk of the ship crashes on Vespus.

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Costa Concordia, run aground in 2012

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2012
01.06

Fun Stuff

So I was playing with the boys and I don’t know what the heck these weird block things they have are but before I knew it I had built a broadsword from Wing Commander!

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2011
12.30

Today I purchased the second of 3 planned locomotives to run on my layout. The first being last April when I bought my DCC system was a Chessie GP40. As you may have noticed if you have for some bizarre reason been reading my blog I like the Chessie System. Chessie however is not my only favorite railroad I also enjoy Canadian Pacific. This latest edition to the fleet is a brand new DCC equipped CPR GP35. The striking red combined with the multi mark stripes on the hood and rear bring back fond childhood train watching in downtown Niagara Falls.

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2011
12.23

I finally got all the switches on my layout wired. It took about 10min per switch and there are 9 on the layout over the course of a couple weeks when I could find a few min to spare but in the end it was worth it. Now it is possible with ease to do some shunting in the inner junction to build a train for the mainline.  A few more items and it will rarely require the magic giant hand from the sky to come down and manually intervene.

Next step:

  • Standardize couplers
  • Uncoupling magnet
  • Ballast the tracks

 

2011
12.20

Doomsday is continuing on with its longest run of player activity EVER with a brand new round and update!

Bug fixes:

  • Fixed error with non formation attacking that could cause a division by 0 error
  • Adjusted Asteroid will impact i X days message by 1 day to account for 0 days issue
  • Fixed a newplayer error where the id value was blank

Gameplay changes:

  • Airstrikes and spy/recon spies being caught will now add to the anti bully retaliation table if the player is significantly smaller
  • Added colonist game variable to allow setting a minimum amount of farmers to become colonists to launch with the shuttle
  • Added research item to give shuttle a 25% chance to miss a missile that is going to hit
  • E-mail notification on endgame() to players who have notification set up
2011
12.13

Left field

This ones a little far fetched, but for 10 years now I always felt the Windows XP default background looked familiar and it appears the answer has been found.

 

 

 

 

 

 

 

 

 

Mind. Blown.

2011
12.07

It’s been some time since my last model railroad update but the quest is not over yet, far from it. I had spent the summer at my summer home and some house issues since returning had prevented me from resuming my hobby.

I decided to final try out wiring one of my several switches to work out any kinks I may run into along the way so that I can plan and quickly implement the other switches to some sort of standard implementation.

Initially I was going to have the wires come up under the switch but that proved impossible to maintain a connection or to screw down the wires. What I ended up doing was coming up slightly behind the switch motor and covering it with black electrical tape to cover up the existence of the wiring.

Once all the switches are done I will look into some type of gravel or bush modelling to cover up the motor all together. I had considered under the table motors but this is m first return to modelling in 15 years so I decided it would be ok if I wasn’t entirely discreet this time around.

The switch motor worked perfectly but I have now run out of wire so the rest of the motors will have to wait. I then decided to final nail down the inner main and the branch line as they were still not securely fastened to the table. This took some time as I had to make sure the tracks remained properly aligned to avoid an annoying mismatch once I got to the last piece. After had finished a large section of track I would run a loco with a car on each end of it backwards and forwards over the action to test power and look for derailments.

Over the sumer my grey cat had decided the train was a sleeping area and turned several sections of green to a hairy sort of grey so I cleared all buildings and train equipment off the track and vacuumed the layout. I used a brush attachment for the extremely hairy areas. I also took the time to clean up the area behind the layout which was a mess of switch motors,wires, spare tracks and tools into a much more organized area.

I got a lot of good work done today and there will be more to follow in the coming months!

2011
12.02

Doomsday 1.4.5

A new round and new version of Doomsday has started! Congrats to FiReMaGe who after dying mid game came back in another 110HK to win the game!

Gameplay Changes:

  • Formation command: Players can now set the order of which units attack in battle, this should increase the value of manufactured units late in the game
  • Air strike changes: If you have multiple bombers they will each (upto a max of 5) launch a bombing run against the enemy. This should make bombing more valuable than just for bombing the shuttle factory.
  • Increased Coffee, 40 hour work week, urban planning research time as they are end game items and were being achieved too early

BugFixes:

  • Fixed session issue where the in game source data would be terminated after 10min of inactivity instead of the proper 60
  • Fixed issues with Sessions and death
  • Fixed issue with e-mail communication causing game shut down
  • Fixed issue with duplicating statistics tables from players using non web clients to return to the game
  • Website improvements to better handle when the game server is not available
Administrative:
  • Game configuration output to log with variable names on game init
  • If an asteroid round is active game initialization checks for the asteroid and adds one if not present
  • Added ai_count to Game options for the amount of NPC that should be in game
  • Added a check to game initialization, if no AI are present add ai_count to game
  • Added read item to session_log table. When you hit clear log on the Website it will only clear items you have seen to reduce the chance of missed information
  • Added session log clean up to end game to curb session log build up over the last 3 months, cleans read logs of active users and all old logs of inactive
  • Moved the game variable set up and initialization into dd_game_setup() so that it can be executed during start up or after endgame() to allow the game rounds to transition seamlessly with no administrative intervention required

Play Doomsday!

IRC @ irc.blitzed.org #Doomsday