|
|
|
 |

May 9th, 2003, 08:23 AM
|
 |
Major General
|
|
Join Date: Oct 2002
Posts: 2,174
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE4 Editor
Quote:
Originally posted by Ruatha:
Yes, but it did happen that the dreaded "Tim Continuum" stroke without cause, not often but it did happen.
|
I suspect that is why they fixes were disguised as random events, and the host program didn't automatically boot the offending player out of the game.
However, assuming the false positive has the same chance per player (or the same chance per ship/planet processed) then it still makes for a fair game - you just have a new source of random events.
Besides, false positives are just programming bugs or transmission errors, and theoretically could be worked out in a different implementation.
__________________
Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
|

May 9th, 2003, 10:25 AM
|
Private
|
|
Join Date: May 2003
Location: England
Posts: 23
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE4 Editor
I think I am still going to develop this, but it will be alongside my mod. Since most of the mod will be components, tech areas, and facilities, most of the coding is done. I will continue to upload the latest Versions of my editor every now and again to my web space. Work on the mod has started, maybe I will post about it soon
|

May 10th, 2003, 01:47 AM
|
 |
General
|
|
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE4 Editor
Quote:
As soon as you let people access the code, someone (or many someones) will devise ways to cheat.
|
Well there are ways around that... for example:
How about if you could build up a map from text files? You could have a folder containing a stack of such files: One per star system, defining exactly what is in the system, what abilities apply, what graphics to use, where the warp points go and everything. It would be really easy for enthusiastic programmers to create handy map editors if maps could be defined in this format.
Obviously though this format wouldn't be secure at all, and so it would be useless for actual game use. Therefore the clever bit would be for Malfador to give us a "map compiler" that sucks in all the text files and spits out a secure map file exactly like the ones the game currently uses.
We get our easy-to-edit format, Malfador gets to hang on to map security. Everyone's happy. (Even Fyron! )
Technically I can see no reason why this shouldn't work, except that Malfador has more important things to do than code us a map compiler
|

May 10th, 2003, 03:37 AM
|
 |
Lieutenant Colonel
|
|
Join Date: Jul 2001
Location: Orlando, FL
Posts: 1,259
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE4 Editor
__________________
The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
|

May 10th, 2003, 05:39 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: SE4 Editor
|

May 10th, 2003, 06:00 AM
|
 |
Brigadier General
|
|
Join Date: Dec 2001
Posts: 1,859
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE4 Editor
Nothing can satisfy the FYRON. Didn't you learn that by now, Dogscoff? 
__________________
A* E* Se++ GdQ $ Fr! C Csc Sf+ Ai- M Mp* S++ Ss- R! Pw Fq Nd Rp+ G++ Mm+ Bb++ Tcp+ L Au
Download Sev Today! --- Download BOB and SOCk today too! --- Thanks to Fyron and Trooper for hosting.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|