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Myg

SServer at Github

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I have just uploaded my last build to github.

 

I implore those who wish to complete it, to do so. Still needs a lot of work but some of the nasty stuff is done already.

 

https://github.com/mMyg/SServer

 

 

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Not saying im quitting, but Im putting it out there incase someone might have the energy to do it quicker

 

- This is a very early version where I was testing graphical outputting of maps, nothing is basically implemented here other then a basic server environment for research. It does include most of the game information needed for putting together a proper server easily enough.

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Whats missing:

 

- Properly running game engine emulation.

- Proper and accurate timing and unit interaction calculations for the engine emulation.

- A team system.

- Multiple game to server support.

- Http status output.

- Irc Bot integration to interact with WOL.

- AI.

- Pathfinding.

 

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it's an online game, and there is no working server for it which means its not possible to play it

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I am sad to see this has not gone anywhere.

 

Despite my inability to figure out how the timing system works in conjunction with the unit speed/turn speed and movement types, it is still very possible and easy to figure out. If you know where to start.

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I am sad to see this has not gone anywhere.

 

Despite my inability to figure out how the timing system works in conjunction with the unit speed/turn speed and movement types, it is still very possible and easy to figure out. If you know where to start.

 

Me 2

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I don't know whether this has been asked before or not, but is someone from the Westwood Online team still around somewhere, like on Petroglyph? Maybe they could help building a working Sole Survivor Online Server (and maybe later a Firestorm World Domination one aswell).

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I don't think the issue is finding someone who COULD do it, or someone that has TIME to do it, or even someone that WANTS to do it... it's finding someone that's all three. Still, sometimes to just takes some time for the right person to come along.

I know what you mean though Myg... I kinda thought someone would have come along and picked it up by now.

 

  -Liam

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How are you supposed to test this? I patched Sole Survivor so it can connect to servers without requiring WOL and it connects to the compiled server, but it shows "New Unit" in the console window and it doesn't do anything else, the game just sits there showing "Connecting...". What version of the game is this server supposed to work with?

 

The SSclient also doesn't work with the SServer project, nor does the SSclient work with the game running in server mode.

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This server code has been very useful for getting the Sole Survivor stats of units.  As far as weapons go, all I can find is a projectile list and I know what #weapon each unit uses.  They obviously used TD's values as a base and then modified many of them.  It seems they might have switched carnivorous dinos and herbivores' weapons with each other.  I know they lowered some weapons' ROF and apparently made FiresTwice not affect firing rate.  Anyone have the exact numbers for weapon data, or could tell me where to look? Possibly in the exe with a hex editor?

 

Over ten years ago I made Volkov Deathmatches for RA1 & 2 kinda similar to sole survivor.  Now I'm trying to recreate as much as I can in RA.  There's a lot I can't replicate of course, but a good amount of things I can.  A major dilemma is RA's crate powerups are one time multipliers for Firepower, Armor, and movement speed.  I get the idea that in Sole, firepower crates, armor(maybe actually strength), speed, and range may all add a small constant amount, except rapid reload crates seem to pretty obviously use a multiplier to reduce the SSM's firing cycle time to a steady barrage.  Unfortunately multipliers favor those who already have large numbers instead of evening things up.  Or maybe I'm mistaken and Sole does more multipliers than I think.

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