Idea for AoS

The original, free Ace of Spades game powered by the Voxlap engine. Known as “Classic,” 0.75, 0.76, and all 0.x versions. Created by Ben Aksoy.
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Steven1998
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Even though AoS is a game with low graphics, when i play it it feels like real war because of the maps and the way its played. And I have a question. Can we make bigger maps for the game? Can we have more than 32 players on one server? I mean, imagine bigger maps with 64 players! That would be amazing in my opinion!I dont know if this can happen but im just making a suggestion! Green_Happy1
rakiru
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If it could happen, it would have already. The best we can do is either rewrite the game or write a similar game (see Iceball).
TB_
Post Demon
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I'm a little curious, what is the technical limits for the map size?
Buffet_of_Lies
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TBS wrote:
I'm a little curious, what is the technical limits for the map size?
512 blocks wide by 512 blocks long by 64 blocks high
Sonarpulse
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The actual voxlap *.vxl format supports much bigger, but ken stripped the headers so that's the AoS limit. Thus there is no reason that a remake can't support much bigger.
TB_
Post Demon
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Buffet_of_Lies wrote:
TBS wrote:
I'm a little curious, what is the technical limits for the map size?
512 blocks wide by 512 blocks long by 64 blocks high
Oh man. I need to start explaining things better.
I was actually wondering what stopped Ben for making bigger maps. If it was something technical, or it was just servers being laggy.
Articsledder
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TBS wrote:
Buffet_of_Lies wrote:
TBS wrote:
I'm a little curious, what is the technical limits for the map size?
512 blocks wide by 512 blocks long by 64 blocks high
Oh man. I need to start explaining things better.
I was actually wondering what stopped Ben for making bigger maps. If it was something technical, or it was just servers being laggy.

I'm unsure about maps, but I remember him saying that there were limits on voxlap that set the player limit at 32, otherwise he would have added support for more players or something
Cajun Style
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T_T That's not an idea.
I think it is the networking protocol that is inefficient; not much bandwidth to push in more map changes.
Buffet_of_Lies
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I seem to recall there were some early servers that had higher player limits... for some reason I remember 128 player server but maybe it was 64. But I also suspect that they were just listed that way on the server list like it was some sort of spoof hack or something.
Sonarpulse
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Proof: http://aoswiki.rakiru.com/index.php/Ace ... ition_Data
Since floating points are used for position, the protocol shouldn't put a real hard limit on map size.

http://aoswiki.rakiru.com/index.php/Ace ... Input_Data
Max players definitely was described as a bandwidth issue. Player ID is an unsigned 8-bit integer, so up to 256 players could be supported???
Jdrew
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If it is true then Iceball should support 64 payers at launch. Right now we could try increasing the limit for iceball by about 2 here and there then have events to test it. I have an idea..
TB_
Post Demon
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Buffet_of_Lies wrote:
I seem to recall there were some early servers that had higher player limits... for some reason I remember 128 player server but maybe it was 64. But I also suspect that they were just listed that way on the server list like it was some sort of spoof hack or something.

I remember some servers had a fake playercount number. Like 500+.
The limit was still 32 ingame though.
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