OpenSpades introduction

OpenSpades is an open source alternative client for AoS Classic and beyond! Runs on Windows, Mac, and Linux. Created by yvt.
Compatible with AoS Classic.
665 posts Page 16 of 45 First unread post
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Coder
Coder
Posts: 891
Joined: Sun Mar 24, 2013 9:59 pm


i started to revamp the build system with CMake,
input from mingw / gcc developers appreciated :)
(its only tested with MSVC 2k10 right now)

https://github.com/learn-more/openspades
NoOne
Deuce
Posts: 13
Joined: Sat Jan 19, 2013 7:16 am


I get this

Game was terminated due to an unexpected error:
[../Sources/Gui/SDLGLDevice.cpp:88] GL Function glGenFrameBuffers missing
See SystemMessages.log for more details.

What should i do?
Kiwi
League Participant
League Participant
Posts: 752
Joined: Wed Apr 10, 2013 12:53 pm


For day and day it loads more,but still crashes,today it crashed at 924811

Logs:
Spoiler:
Thu Aug 29 15:02:27 2013 [DirectoryFileSystem.cpp:28] Directory File System Initialized: C:\Users\DANIEL~1.000\AppData\Local\Temp\Rar$EX02.224\OpenSpades-0.0.7-Windows\Resources (Read-only)
Thu Aug 29 15:02:27 2013 [DirectoryFileSystem.cpp:28] Directory File System Initialized: C:\Users\Daniel.atas-PC.000\AppData\Roaming\OpenSpades\Resources (Read/Write)
Thu Aug 29 15:02:27 2013 [Main.cpp:97] Log Started.
Thu Aug 29 15:02:27 2013 [Main.cpp:127] Pak Registered: Base.pak

Thu Aug 29 15:02:27 2013 [Main.cpp:127] Pak Registered: Models.pak

Thu Aug 29 15:02:27 2013 [Main.cpp:127] Pak Registered: Sounds.pak

Thu Aug 29 15:02:27 2013 [MainWindowHandler.cpp:91] Loading Preferences to MainWindow
Thu Aug 29 15:02:27 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1440x900
Thu Aug 29 15:02:27 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1360x768
Thu Aug 29 15:02:27 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1280x800
Thu Aug 29 15:02:27 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1280x768
Thu Aug 29 15:02:27 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1280x720
Thu Aug 29 15:02:27 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1152x864
Thu Aug 29 15:02:27 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1024x768
Thu Aug 29 15:02:27 2013 [MainWindowHandler.cpp:108] Video Mode Found: 800x600
Thu Aug 29 15:02:27 2013 [Main.cpp:140] Entering FLTK main loop
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:99] SDLGLDevice created
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:102] --- OpenGL Renderer Info ---
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:105] Vendor: NVIDIA Corporation
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:108] Name: GeForce 9600M GT/PCI/SSE2
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:111] Version: 2.1.2
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:114] Shading Language Version: 1.20 NVIDIA via Cg compiler
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:116] --- Extensions ---
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ARB_color_buffer_float
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ARB_depth_texture
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ARB_draw_buffers
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ARB_fragment_program
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ARB_fragment_program_shadow
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ARB_fragment_shader
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ARB_half_float_pixel
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ARB_imaging
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ARB_multisample
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ARB_multitexture
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ARB_occlusion_query
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ARB_pixel_buffer_object
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ARB_point_parameters
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ARB_point_sprite
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ARB_shadow
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ARB_shader_objects
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ARB_shading_language_100
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_border_clamp
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_compression
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_cube_map
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_env_add
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_env_combine
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_env_dot3
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_float
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_mirrored_repeat
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_non_power_of_two
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_rectangle
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ARB_transpose_matrix
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ARB_vertex_buffer_object
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ARB_vertex_program
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ARB_vertex_shader
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ARB_window_pos
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ATI_draw_buffers
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ATI_texture_float
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_ATI_texture_mirror_once
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_S3_s3tc
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_env_add
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_abgr
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_bgra
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_blend_color
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_blend_equation_separate
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_blend_func_separate
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_blend_minmax
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_blend_subtract
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_compiled_vertex_array
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_Cg_shader
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_bindable_uniform
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_depth_bounds_test
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_draw_buffers2
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_draw_instanced
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_draw_range_elements
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_fog_coord
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_framebuffer_blit
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_framebuffer_multisample
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_framebuffer_object
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXTX_framebuffer_mixed_formats
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_framebuffer_sRGB
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_geometry_shader4
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_gpu_program_parameters
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_gpu_shader4
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_multi_draw_arrays
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_packed_depth_stencil
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_packed_float
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_packed_pixels
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_pixel_buffer_object
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_point_parameters
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_rescale_normal
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_secondary_color
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_separate_specular_color
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_shadow_funcs
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_stencil_two_side
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_stencil_wrap
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_texture3D
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_array
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_buffer_object
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_compression_latc
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_compression_rgtc
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_compression_s3tc
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_cube_map
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_edge_clamp
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_env_combine
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_env_dot3
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_filter_anisotropic
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_integer
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_lod
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_lod_bias
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_mirror_clamp
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_object
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_sRGB
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_shared_exponent
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_timer_query
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_EXT_vertex_array
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_IBM_rasterpos_clip
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_IBM_texture_mirrored_repeat
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_KTX_buffer_region
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_blend_square
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_copy_depth_to_color
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_depth_buffer_float
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_conditional_render
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_depth_clamp
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_fence
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_float_buffer
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_fog_distance
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_fragment_program
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_fragment_program_option
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_fragment_program2
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_framebuffer_multisample_coverage
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_geometry_shader4
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_gpu_program4
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_half_float
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_light_max_exponent
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_multisample_coverage
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_multisample_filter_hint
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_occlusion_query
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_packed_depth_stencil
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_parameter_buffer_object
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_pixel_data_range
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_point_sprite
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_primitive_restart
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_register_combiners
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_register_combiners2
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_texgen_reflection
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_texture_compression_vtc
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_texture_env_combine4
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_texture_expand_normal
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_texture_rectangle
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_texture_shader
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_texture_shader2
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_texture_shader3
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_transform_feedback
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_vertex_array_range
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_vertex_array_range2
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_vertex_program
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_vertex_program1_1
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_vertex_program2
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_vertex_program2_option
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NV_vertex_program3
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_NVX_conditional_render
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_SGIS_generate_mipmap
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_SGIS_texture_lod
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_SGIX_depth_texture
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_SGIX_shadow
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_SUN_slice_accum
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] GL_WIN_swap_hint
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:130] WGL_EXT_swap_control
Thu Aug 29 15:02:39 2013 [SDLGLDevice.cpp:136] ------------------
Thu Aug 29 15:02:39 2013 [GLRenderer.cpp:72] GLRenderer initializing
Thu Aug 29 15:02:39 2013 [GLFramebufferManager.cpp:59] Initializing framebuffer manager
Thu Aug 29 15:02:39 2013 [GLFramebufferManager.cpp:135] Creating Non-MSAA Buffer
Thu Aug 29 15:02:39 2013 [GLFramebufferManager.cpp:159] Depth Buffer Allocated
Thu Aug 29 15:02:39 2013 [GLFramebufferManager.cpp:190] Color Buffer Allocated
Thu Aug 29 15:02:39 2013 [GLFramebufferManager.cpp:213] Framebuffer Created
Thu Aug 29 15:02:39 2013 [GLProgramManager.cpp:72] Loading GLSL program 'Shaders/BasicImage.program'
Thu Aug 29 15:02:39 2013 [GLProgramManager.cpp:116] Loading GLSL shader 'Shaders/BasicImage.fs'
Thu Aug 29 15:02:39 2013 [GLProgramManager.cpp:134] Successfully compiled GLSL program 'Shaders/BasicImage.fs' in 2.514ms
Thu Aug 29 15:02:39 2013 [GLProgramManager.cpp:116] Loading GLSL shader 'Shaders/BasicImage.vs'
Thu Aug 29 15:02:39 2013 [GLProgramManager.cpp:134] Successfully compiled GLSL program 'Shaders/BasicImage.vs' in 1.130ms
Thu Aug 29 15:02:39 2013 [GLProgramManager.cpp:108] Successfully linked GLSL program 'Shaders/BasicImage.program' in 3.751ms
Thu Aug 29 15:02:39 2013 [GLProgramManager.cpp:72] Loading GLSL program 'Shaders/Sprite.program'
Thu Aug 29 15:02:39 2013 [GLProgramManager.cpp:116] Loading GLSL shader 'Shaders/Sprite.fs'
Thu Aug 29 15:02:39 2013 [GLProgramManager.cpp:134] Successfully compiled GLSL program 'Shaders/Sprite.fs' in 1.233ms
Thu Aug 29 15:02:39 2013 [GLProgramManager.cpp:116] Loading GLSL shader 'Shaders/Sprite.vs'
Thu Aug 29 15:02:39 2013 [GLProgramManager.cpp:134] Successfully compiled GLSL program 'Shaders/Sprite.vs' in 1.964ms
Thu Aug 29 15:02:39 2013 [GLProgramManager.cpp:108] Successfully linked GLSL program 'Shaders/Sprite.program' in 9.666ms
Thu Aug 29 15:02:39 2013 [GLRenderer.cpp:93] GLRenderer initialized
Thu Aug 29 15:02:39 2013 [ALFuncs.cpp:222] Linking with OpenGL library.
Thu Aug 29 15:02:39 2013 [ALFuncs.cpp:158] 'OpenAL32.dll' loaded
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:359] OpenAL Info:
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:360] Vendor: OpenAL Community
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:361] Version: 1.1 ALSOFT 1.15.1
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:362] Renderer: OpenAL Soft
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:365] OpenAL Extensions:
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:367] AL_EXT_ALAW
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:367] AL_EXT_DOUBLE
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:367] AL_EXT_EXPONENT_DISTANCE
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:367] AL_EXT_FLOAT32
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:367] AL_EXT_IMA4
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:367] AL_EXT_LINEAR_DISTANCE
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:367] AL_EXT_MCFORMATS
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:367] AL_EXT_MULAW
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:367] AL_EXT_MULAW_MCFORMATS
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:367] AL_EXT_OFFSET
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:367] AL_EXT_source_distance_model
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:367] AL_LOKI_quadriphonic
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:367] AL_SOFT_buffer_samples
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:367] AL_SOFT_buffer_sub_data
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:367] AL_SOFTX_deferred_updates
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:367] AL_SOFT_direct_channels
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:367] AL_SOFT_loop_points
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:367] AL_SOFT_source_latency
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:372] OpenAL ALC Extensions:
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:374] ALC_ENUMERATE_ALL_EXT
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:374] ALC_ENUMERATION_EXT
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:374] ALC_EXT_CAPTURE
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:374] ALC_EXT_DEDICATED
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:374] ALC_EXT_disconnect
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:374] ALC_EXT_EFX
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:374] ALC_EXT_thread_local_context
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:374] ALC_SOFT_loopback
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:393] EAX is disabled by configuration (s_eax)
Thu Aug 29 15:02:39 2013 [ALDevice.cpp:401] 32 source(s) initialized
Thu Aug 29 15:02:39 2013 [Client.cpp:100] Initializing...
Thu Aug 29 15:02:39 2013 [Client.cpp:113] Font 'Unsteady Oversteer' Loaded
Thu Aug 29 15:02:39 2013 [Client.cpp:120] Font 'Ubuntu Condensed' Loaded
Thu Aug 29 15:02:39 2013 [Client.cpp:127] Font 'Ubuntu Condensed (Large)' Loaded
Thu Aug 29 15:02:41 2013 [Client.cpp:175] Started connecting to 'aos://2654540078:32887'
Thu Aug 29 15:02:41 2013 [NetClient.cpp:270] ENet initialized
Thu Aug 29 15:02:41 2013 [NetClient.cpp:275] ENet host created
Thu Aug 29 15:02:41 2013 [NetClient.cpp:283] ENet Range Coder Enabled
Thu Aug 29 15:02:41 2013 [NetClient.cpp:334] Connecting to 2654540078:32887
Thu Aug 29 15:02:41 2013 [Client.cpp:217] Netlog Started at 'NetLogs/20130829150241_2654540078_32887.log'
Thu Aug 29 15:02:41 2013 [SDLRunner.cpp:150] Starting Client Loop
Thu Aug 29 15:02:41 2013 [GLProgramManager.cpp:72] Loading GLSL program 'Shaders/PostFilters/FXAA.program'
Thu Aug 29 15:02:41 2013 [GLProgramManager.cpp:116] Loading GLSL shader 'Shaders/PostFilters/FXAA.fs'
Thu Aug 29 15:02:41 2013 [GLProgramManager.cpp:134] Successfully compiled GLSL program 'Shaders/PostFilters/FXAA.fs' in 3.526ms
Thu Aug 29 15:02:41 2013 [GLProgramManager.cpp:116] Loading GLSL shader 'Shaders/PostFilters/FXAA.vs'
Thu Aug 29 15:02:41 2013 [GLProgramManager.cpp:134] Successfully compiled GLSL program 'Shaders/PostFilters/FXAA.vs' in 1.012ms
Thu Aug 29 15:02:41 2013 [GLProgramManager.cpp:108] Successfully linked GLSL program 'Shaders/PostFilters/FXAA.program' in 9.375ms
Thu Aug 29 15:02:41 2013 [GLFramebufferManager.cpp:411] New GLColorBuffer requested (w = 1024, h = 768, alpha = no)
Thu Aug 29 15:02:41 2013 [GLFramebufferManager.cpp:427] Texture allocated.
Thu Aug 29 15:02:41 2013 [GLFramebufferManager.cpp:448] Framebuffer created.
Thu Aug 29 15:02:41 2013 [NetClient.cpp:198] Packet 0x12 [len=5] 12 00 00 18 00
Thu Aug 29 15:02:48 2013 [NetClient.cpp:198] Packet 0x09 [len=20] 09 0b 01 02 02 03 00 00 00 6f 6f 6f 57 61 72 69 63 63 6b 00
Thu Aug 29 15:02:48 2013 [NetClient.cpp:198] Packet 0x09 [len=19] 09 0a 00 00 02 02 00 00 00 6f 6f 6f 6b 69 6c 6c 65 72 00
Thu Aug 29 15:02:48 2013 [NetClient.cpp:198] Packet 0x09 [len=23] 09 0d 01 00 02 25 00 00 00 24 6c 55 61 75 74 6f 6d 61 6e 69 61 6b 00
Thu Aug 29 15:02:48 2013 [NetClient.cpp:198] Packet 0x09 [len=22] 09 1a 01 01 02 0c 00 00 00 6f 6f 6f 4c 65 67 65 6e 64 61 72 79 00
Thu Aug 29 15:02:48 2013 [NetClient.cpp:198] Packet 0x09 [len=20] 09 0f 01 00 00 0d 00 00 00 6f 6f 6f 42 75 6c 6c 65 74 73 00
Thu Aug 29 15:02:48 2013 [NetClient.cpp:198] Packet 0x09 [len=22] 09 04 00 00 02 2f 00 00 00 6f 6f 6f 5b 46 46 5d 4c 6c 6f 79 64 00
Thu Aug 29 15:02:48 2013 [NetClient.cpp:198] Packet 0x09 [len=21] 09 1c 01 00 02 09 00 00 00 6f 6f 6f 54 6f 62 75 73 63 75 73 00
Thu Aug 29 15:02:48 2013 [NetClient.cpp:198] Packet 0x09 [len=22] 09 0c 00 00 02 02 00 00 00 6f 6f 6f 44 69 4a 65 79 31 30 30 30 00
Thu Aug 29 15:02:48 2013 [NetClient.cpp:198] Packet 0x09 [len=28] 09 05 00 01 02 1e 00 00 00 6f 6f 6f 70 72 65 64 61 74 6f 72 6d 69 73 6b 6f 6c 63 00
Thu Aug 29 15:02:48 2013 [NetClient.cpp:198] Packet 0x09 [len=19] 09 12 00 01 00 01 00 00 00 6f 6f 6f 54 59 59 50 50 49 00
Thu Aug 29 15:02:48 2013 [NetClient.cpp:198] Packet 0x09 [len=15] 09 18 01 01 02 02 00 00 00 6f 6f 6f 5e 5e 00
Thu Aug 29 15:02:48 2013 [NetClient.cpp:198] Packet 0x09 [len=20] 09 07 00 00 01 0f 00 00 00 23 23 2d 53 6e 6f 6f 70 65 6b 00
Thu Aug 29 15:02:48 2013 [NetClient.cpp:198] Packet 0x09 [len=21] 09 01 00 00 02 01 00 00 00 6f 6f 6f 41 6e 74 6f 73 68 6b 61 00
Thu Aug 29 15:02:48 2013 [NetClient.cpp:198] Packet 0x09 [len=22] 09 0e 01 00 02 2c 00 00 00 6b 68 6c 4b 73 2e 50 65 4a 6f 4e 7a 00
Thu Aug 29 15:02:48 2013 [NetClient.cpp:198] Packet 0x09 [len=27] 09 09 01 00 00 00 00 00 00 6f 6f 6f 62 69 65 6c 20 68 65 61 64 20 73 68 6f 74 00
Thu Aug 29 15:02:48 2013 [NetClient.cpp:198] Packet 0x09 [len=23] 09 15 01 00 02 01 00 00 00 6f 6f 6f 62 61 72 74 65 6b 32 33 31 34 00
Thu Aug 29 15:02:48 2013 [NetClient.cpp:198] Packet 0x09 [len=21] 09 06 00 00 02 0e 00 00 00 6f 6f 6f 4b 73 2e 52 65 7a 6f 6e 00
Thu Aug 29 15:02:48 2013 [NetClient.cpp:198] Packet 0x0f [len=84] 0f 03 ff e8 80 cd 74 18 00 cd 66 53 74 6f 72 6d 77 69 6e 64 00 57 69 6e 64 73 74 6f 72 6d 00 00 01 01 08 01 00 00 00 40 00 80 9f 43 00 00 44 42 05 00 00 00 00 00 00 00 00 00 00 00 00 00 98 42
Thu Aug 29 15:02:49 2013 [NetClient.cpp:1622] Map decoding succeeded.
Thu Aug 29 15:02:49 2013 [GameMapWrapper.cpp:94] 219.042 msecs to rebuild
Thu Aug 29 15:02:49 2013 [NetClient.cpp:1627] World initialized.
Thu Aug 29 15:02:49 2013 [Client.cpp:248] World set
Thu Aug 29 15:02:49 2013 [GLRenderer.cpp:162] New map loaded; freeing old renderers...
Thu Aug 29 15:02:49 2013 [GLRenderer.cpp:177] Creating new renderers...
Thu Aug 29 15:02:49 2013 [GLRenderer.cpp:179] Creating Terrain Shadow Map Renderer
Thu Aug 29 15:02:49 2013 [NetClient.cpp:361] Waiting for graceful disconnection
Thu Aug 29 15:02:50 2013 [Client.cpp:325] Disconnected because of error:
[../Sources/Gui/SDLGLDevice.cpp:84] GL error Invalid Enum in virtual void spades::gui::SDLGLDevice::TexImage2D(spades::draw::IGLDevice::Enum, int, spades::draw::IGLDevice::Enum, unsigned int, unsigned int, int, spades::draw::IGLDevice::Enum, spades::draw::IGLDevice::Enum, const void*) at ../Sources/Gui/SDLGLDevice.cpp:641
Collected backtrace:
spades::draw::GLMapShadowRenderer::GLMapShadowRenderer(spades::draw::GLRenderer*, spades::client::GameMap*) at GLMapShadowRenderer.cpp:23
virtual void spades::draw::GLRenderer::SetGameMap(spades::client::GameMap*) at GLRenderer.cpp:160
void spades::client::Client::SetWorld(spades::client::World*) at Client.cpp:224
void spades::client::NetClient::MapLoaded() at NetClient.cpp:1615
void spades::client::NetClient::DoEvents(int) at NetClient.cpp:386
void spades::client::Client::RunFrame(float) at Client.cpp:316
virtual void spades::gui::SDLRunner::Run() at SDLRunner.cpp:206
void MainWindow::StartGame(const std::string&) at MainWindowHandler.cpp:52
void MainWindow::QuickConnectPressed() at MainWindowHandler.cpp:81
int main(int, char**) at Main.cpp:51

Thu Aug 29 15:02:50 2013 [Client.cpp:277] Closing netlog
Thu Aug 29 15:02:50 2013 [Client.cpp:281] Disconnecting
Thu Aug 29 15:02:50 2013 [NetClient.cpp:296] ENet host destroyed
Thu Aug 29 15:02:50 2013 [Client.cpp:285] Disconnected
Thu Aug 29 15:02:50 2013 [GLRenderer.cpp:162] New map loaded; freeing old renderers...
Thu Aug 29 15:02:50 2013 [GLRenderer.cpp:202] No map loaded
Thu Aug 29 15:02:50 2013 [GLRenderer.cpp:101] GLRender finalizing
Thu Aug 29 15:02:50 2013 [GLRenderer.cpp:126] GLRenderer finalized
Thu Aug 29 15:02:50 2013 [MainWindowHandler.cpp:70] Unhandled exception in SDLRunner:
[../Sources/Gui/SDLGLDevice.cpp:84] GL error Invalid Enum in virtual void spades::gui::SDLGLDevice::TexImage2D(spades::draw::IGLDevice::Enum, int, spades::draw::IGLDevice::Enum, unsigned int, unsigned int, int, spades::draw::IGLDevice::Enum, spades::draw::IGLDevice::Enum, const void*) at ../Sources/Gui/SDLGLDevice.cpp:641
Collected backtrace:
spades::draw::GLMapShadowRenderer::GLMapShadowRenderer(spades::draw::GLRenderer*, spades::client::GameMap*) at GLMapShadowRenderer.cpp:23
virtual void spades::draw::GLRenderer::SetGameMap(spades::client::GameMap*) at GLRenderer.cpp:160
void spades::client::Client::SetWorld(spades::client::World*) at Client.cpp:224
void spades::client::NetClient::MapLoaded() at NetClient.cpp:1615
void spades::client::NetClient::DoEvents(int) at NetClient.cpp:386
void spades::client::Client::RunFrame(float) at Client.cpp:316
virtual void spades::gui::SDLRunner::Run() at SDLRunner.cpp:206
void MainWindow::StartGame(const std::string&) at MainWindowHandler.cpp:52
void MainWindow::QuickConnectPressed() at MainWindowHandler.cpp:81
int main(int, char**) at Main.cpp:51

Thu Aug 29 15:02:52 2013 [Main.cpp:143] Leaving FLTK main loop
PABH
Deuced Up
Posts: 261
Joined: Mon Nov 05, 2012 5:56 pm


The only reason why everyone keeps saying "aim sucks" is that the mouse sensitivity while using scopes, compared to the noscope one, doesn't decrease too much. In voxlap, if you scope, the sensitivity gets decreased significantly so it's easier to aim for you.
So yeah, aiming isn't "difficult" because the game is badly done. It's just that you're not used to the sensitivity while scoped, which is much higher than the one you'd like.
I guess yvt will "fix" this and match OpenSpades' aiming config with voxlap's correctly.
duck_norris
Modder
Modder
Posts: 719
Joined: Fri Feb 08, 2013 5:53 pm


Yoman282 wrote:
Duck you go to the 0.75 server list, right click the server name, "Copy link adress", paste in the openspades.exe.

:)
Thank you, Yoman, for helping. Unlike some people who prefer snarky remarks *cough*(learn_more)*cough* jk XD
duck_norris
Modder
Modder
Posts: 719
Joined: Fri Feb 08, 2013 5:53 pm


tungdil wrote:
Could we do this without getting legal problems due to jagex ??
Jagex owns their new game though. I mean, if this is 'less than half' of the original game, then jagex's 'Ace of Spades' is an entirely different game all together. It's like a bad Team Fortress 2 with blocks :/ disappointing, really.
AEM
3 Years of Ace of Spades
3 Years of Ace of Spades
Posts: 45
Joined: Fri Nov 09, 2012 12:59 am


Kuma wrote:
this has turned into openspades technical problems and their fixes post
Thats why i was suggesting a openspades forum
No, stop mentioning this. Stack is opposed to fragmenting the forums, and he is right. Iceball doesn't have it's own forum, so why should openspades have one? Like I said, if you have technical issues, join #openspades and tell yvt there.
Articsledder
Deuced Up
Posts: 209
Joined: Mon Nov 12, 2012 5:13 pm


PABH wrote:
The only reason why everyone keeps saying "aim sucks" is that the mouse sensitivity while using scopes, compared to the noscope one, doesn't decrease too much. In voxlap, if you scope, the sensitivity gets decreased significantly so it's easier to aim for you.
So yeah, aiming isn't "difficult" because the game is badly done. It's just that you're not used to the sensitivity while scoped, which is much higher than the one you'd like.
I guess yvt will "fix" this and match OpenSpades' aiming config with voxlap's correctly.
I think it's the other way around. I can't look around quick enough too keep up with the recoil.

Either way both should have a separate variable.
ZEB 99
Post Demon
Post Demon
Posts: 2028
Joined: Fri Feb 22, 2013 10:03 pm


duck_norris wrote:
Yoman282 wrote:
Duck you go to the 0.75 server list, right click the server name, "Copy link adress", paste in the openspades.exe.

:)
Thank you, Yoman, for helping. Unlike some people who prefer snarky remarks *cough*(learn_more)*cough* jk XD
Agreed
Rydogger
Deuced Up
Posts: 93
Joined: Fri Nov 02, 2012 11:31 pm


PABH wrote:
The only reason why everyone keeps saying "aim sucks" is that the mouse sensitivity while using scopes, compared to the noscope one, doesn't decrease too much. In voxlap, if you scope, the sensitivity gets decreased significantly so it's easier to aim for you.
So yeah, aiming isn't "difficult" because the game is badly done. It's just that you're not used to the sensitivity while scoped, which is much higher than the one you'd like.
I guess yvt will "fix" this and match OpenSpades' aiming config with voxlap's correctly.
Its not that for me. Ill be sitting completely still and shoot someone in the head, and it wont register, making me have to shoot someone 3-4 times before it will actually kill them.
topo
Global Moderator
Global Moderator
Posts: 179
Joined: Thu Nov 01, 2012 12:43 pm


Rydogger wrote:
Its not that for me. Ill be sitting completely still and shoot someone in the head, and it wont register, making me have to shoot someone 3-4 times before it will actually kill them.
It felt that way for me at first, too, but after messing around for a little while I've (mostly) got the hang of it. I find it helps to aim at the chin, more than at the middle of the head. Could just be me though :)
Daniel_Laixer
Deuced Up
Posts: 37
Joined: Sun Aug 25, 2013 1:14 pm


Rydogger wrote:
Its not that for me. Ill be sitting completely still and shoot someone in the head, and it wont register, making me have to shoot someone 3-4 times before it will actually kill them.
Are we talking about this issue? In my case, I'm not sure if it's lag o a bug Green_Septic
Jdrew
Mapper
Mapper
Posts: 4808
Joined: Tue Oct 30, 2012 10:48 pm


Did you mess with the model?
Daniel_Laixer
Deuced Up
Posts: 37
Joined: Sun Aug 25, 2013 1:14 pm


jdrew wrote:
Did you mess with the model?
Yuuuup: http://www.buildandshoot.com/viewtopic.php?f=9&t=5543
Jdrew
Mapper
Mapper
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Joined: Tue Oct 30, 2012 10:48 pm


well then there you go
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