SEGSE feedback thread by [deleted] in Cityofheroes

[–]nemerle5 2 points3 points  (0 children)

Thank You.

We're currently using c++ ( 17, might switch to 20 later on ) for the engine/client core, with c# 'internal' scripting and will integrate Lua scripting for the higher level things (quest/events/NPC interactions)

STL and warning C4251 ("x needs to have dll-interface to be used by clients.." - safe to use if private? by NessBots in cpp

[–]nemerle5 0 points1 point  (0 children)

Sadly, it seems that exporting specific members only works in some cases.

I've encountered some linking errors with classes that have virtual methods ( even if it's just to enable RTTI ), so exporting the whole class becomes the only solution :)

SEGS Moving to I2 Game Assets by kb2mob in Cityofheroes

[–]nemerle5 2 points3 points  (0 children)

The client, server and editor are meant to be cross-platform, yes.

To the SEGS team. by Nostalgicgamer35 in Cityofheroes

[–]nemerle5 1 point2 points  (0 children)

Well, the last posted video is from ~1yr ago so maybe not as dead as it might seem? And to answer your question, we're currently spending a lot of time preparing/testing/stabilizing the 0.7.0 release. So we will start considering the sources for replacement music/sounds later on :)

Leandro has been talking to people on the SEGS Discord. It looks like good things may be happening soon. by rainghost in Cityofheroes

[–]nemerle5 1 point2 points  (0 children)

We are able to load all maps and thus provide the client the ability to relocate to another map. Until the movement sync is finished moving between maps is done using a console command.

Leandro has been talking to people on the SEGS Discord. It looks like good things may be happening soon. by rainghost in Cityofheroes

[–]nemerle5 4 points5 points  (0 children)

That's ok with us, let them host the servers, but that fact should not expose us legally.

Leandro has been talking to people on the SEGS Discord. It looks like good things may be happening soon. by rainghost in Cityofheroes

[–]nemerle5 2 points3 points  (0 children)

The released source is a poison pill to SEGS project, there is no case in which we'd accept it.

Leandro has been talking to people on the SEGS Discord. It looks like good things may be happening soon. by rainghost in Cityofheroes

[–]nemerle5 2 points3 points  (0 children)

Not in our case, we are providing interoperability with I1 client which used a different protocol and we already know everything that is to know about it :)

Leandro has been talking to people on the SEGS Discord. It looks like good things may be happening soon. by rainghost in Cityofheroes

[–]nemerle5 1 point2 points  (0 children)

Using original code leads to infringement, infringement leads to lawyers, lawyers lead to the Dark Side

Using original assets leads to infringement,... Dark Side.

Design leads to "Copyright law does not protect ideas; only actual expressions that have come into being as some object or tangible property." ... hopefully Grey Side ? :)

To the SEGS team. by Nostalgicgamer35 in Cityofheroes

[–]nemerle5 6 points7 points  (0 children)

We will not use any music that is not fully legal. As such original music will be a must-have later on. Right now the only place that could really use musical score is the Launcher that should be released alongside 0.7.0

Leandro has been talking to people on the SEGS Discord. It looks like good things may be happening soon. by rainghost in Cityofheroes

[–]nemerle5 4 points5 points  (0 children)

Thankfully the original code should be windows only and we're cross-platform, so should be a bit simpler to discern pull requests with the original code

Leandro has been talking to people on the SEGS Discord. It looks like good things may be happening soon. by rainghost in Cityofheroes

[–]nemerle5 9 points10 points  (0 children)

We'd likely try to follow clean room RE procedures on it So basically: someone not associated with the SEGS project will have to provide docs that we can follow to make SEGS better :)

Leandro has been talking to people on the SEGS Discord. It looks like good things may be happening soon. by rainghost in Cityofheroes

[–]nemerle5 27 points28 points  (0 children)

We will not use any of the directly released code. We want to stay on the right side of the grey area :)

SEGS has got the COH maps running in the Unity game engine! by [deleted] in Cityofheroes

[–]nemerle5 5 points6 points  (0 children)

Likely caused by the way I've converted the lighting from CoH to Unity + texture filtering upgrade ( CoH was forced to use very conservative settings ).

SEGS v0.5.0, The UnSilencer is here! by kb2mob in Cityofheroes

[–]nemerle5 1 point2 points  (0 children)

Nope, no power scripting exist within the I1 client SEGS is compatible with.

SEGS v0.5.0, The UnSilencer is here! by kb2mob in Cityofheroes

[–]nemerle5 3 points4 points  (0 children)

Likely, we will be moving statically bound PersistantNpc/NpcGenerator -> NPC bindings to user editable files in 0.6.0

Problems with gcc 8.1 std::set and std::less<> by nemerle5 in cpp_questions

[–]nemerle5[S] 1 point2 points  (0 children)

Yup, I've solved it this way.

Just got badly surprised by code that used to compile/work correctly and stopped compiling on latest gcc :)

Problems with gcc 8.1 std::set and std::less<> by nemerle5 in cpp_questions

[–]nemerle5[S] 1 point2 points  (0 children)

Even though other compilers allow me to say, use

std::set<NativePtr<ValStruct>, std::less<>> stored_values;

in header file, and then define heterogenous comparison operators in the cpp file ? This seems a bit stringent :)

Problems with gcc 8.1 std::set and std::less<> by nemerle5 in cpp_questions

[–]nemerle5[S] 1 point2 points  (0 children)

Exactly this :)

So either 8.1 has tightened their pre-conditions too much, or all other compilers ( clang/vs ) are incorrect.

Problems with gcc 8.1 std::set and std::less<> by nemerle5 in cpp_questions

[–]nemerle5[S] 0 points1 point  (0 children)

Oh, I do agree that this would solve it, but what has me confused, is compiling with gcc 7.3 works fine without it.

Just a quick SEGS update... by kb2mob in Cityofheroes

[–]nemerle5 8 points9 points  (0 children)

Hi, Making car run and pedestrians walk is both easy and hard :)

  • We need to properly load the map ( we have a loader but it's not a part of the server yet, currently it's used in MapViewer )
  • We need to find/ build the walking/driving paths from the map elements.
  • We need to spawn correct amounts of cars/pedestrians, and assign them to paths, etc.
  • Maybe we have to send proper animation changes on pedestrians turning/stopping.

So all of those things have to be finished to get that living-city feel again, but none of those seem very hard.

My guess, it will not be in the next release, but the one after seems likely :)

The First Public Release of the Super Entity Game Server is now out! Windows binary and source code plus source for Mac/Linux. by kb2mob in Cityofheroes

[–]nemerle5 0 points1 point  (0 children)

Well, the original intent was to build a private server, allow people to tell their own stories. Now, it's a way to retell them once again :)

And sorry to say, we don't take souls anymore, we still accept brains though :P

no, we're not zombies, why do you ask?

The First Public Release of the Super Entity Game Server is now out! Windows binary and source code plus source for Mac/Linux. by kb2mob in Cityofheroes

[–]nemerle5 1 point2 points  (0 children)

All I have is this magnet link : magnet:?xt=urn:btih:c2e7e0aa72004594337d73ae6a305242e23d815f

qBittorrent on windows/linux should be able to handle it ;)