Now...we've got to make this rock solid before even starting to port the MMO aspects of Vega Strike to the networking code-- and furthermore I'm going to need more interested coders to take this from its infancy into the MMO experience I've heard so many people yearn for. I'm hoping this can be a way to interest you all
But baby steps, folks: I have a deathmatch server up and running.
I will need some dedicated folks to test it...
Testers: you have to have subversion access, and preferably you have linux, but I'll accept some windows users for this test as well to mix it up a bit.
step 0) check out and build a working version of vegastrike from subversion (for linux users do ./configure CXXFLAGS="-g3" ) windows users can just check out the data directory with the new binaries I put in, but it's much more useful for me if you build it in visual studio with debug info.
step 1) e-mail or ICQ me your interest and I will tell you where to register an account [4863215]
step 2) save the vegastrike.config that the webserver gives you (this will have the appropriate IP address and username/password for you) on top of your current vegastrike.config
step 3) launch vega strike (in linux do gdb /path/to/vegastrike, in windows just run the binary)
step 4) you can start chatting with ], and use enter to send, and enter twice to stop chatting.
step 5) fly around--
What's working:
guns, missiles, explosions, death, respawn
What will need some more months of development:
turrets, more than 1 star system
What will need years of development:
fully cohesive multiplayer online universe (though the code has been written with that end in mind)
Likely the game will be very laggy--right now we're more concerned with correctness than performance--i.e. making sure there are no game crashes, and especially server crashes...
But tracking performance is useful too, so we can build an expectation up about how much more development is needed.
So: write any bugs you experience here
http://vegastrike.sourceforge.net/wiki/ ... Deathmatch
On linux make sure to do backtrace full if you encounter a Segmentation fault... Windows users open up the callstack window in the Debug->Windows->Call Stack and write what you see in the wiki... lets try to make sure the wiki bug list doesn't get out of hand and that similar bugs appear in the same bullet point
Best of luck folks!





