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Hello! :D
Posted: Tue Aug 18, 2015 8:55 pm
by AOSRedStrafe
So recently i finally decided to make an account so i could contribute towards the community
My in-game name is RedStrafe, I usually play the game alot (mainly on Gaming UK, Babel, or Nuketown servers mostly)
I'm quite happy that I've created an account so now i can start uploading my mods and other stuff as well
I also have on question : Is it possible for me in any way to
reduced or completely remove the
fog from OpenSpades? I notice that within OS the fog is much more close than in Build And Shoot, so i was just wondering if i could do it or not. I would understand if this is against the rules or that it would give the other players a disadvantage.
Thanks in advance! Love the game :D
Re: Hello! :D
Posted: Tue Aug 18, 2015 9:01 pm
by Oppy
.
Re: Hello! :D
Posted: Tue Aug 18, 2015 10:37 pm
by koronelkhunt
Oppy wrote:there is no way to modify the fog in open spades (unless you edit the source code, but removing the fog would be cheating.)
not really cheating, since the render distance would remain the same with fog or not
Re: Hello! :D
Posted: Sun Nov 08, 2015 9:42 am
by Chameleon
LOL i removed the fog without shitting all over the source code.
But the problem then is that AoS 0.75 player can hit you beyond fog range (about 135 blocks), while in OS you get about 127 blocks of hit range and 130 of rendering range.
Which means:
that you shoot them,
you dont hit them,
they shoot back and kill.
Re: Hello! :D
Posted: Sun Nov 08, 2015 10:36 pm
by Marisa Kirisame
koronelkhunt wrote:Oppy wrote:there is no way to modify the fog in open spades (unless you edit the source code, but removing the fog would be cheating.)
not really cheating, since the render distance would remain the same with fog or not
It's classified as cheating and has been ever since it was easy to do a nofog by editing the config.
Chameleon wrote:LOL i removed the fog without shitting all over the source code.
If this game wasn't so dead you would be on the GBL by now.
Chameleon wrote:But the problem then is that AoS 0.75 player can hit you beyond fog range (about 135 blocks), while in OS you get about 127 blocks of hit range and 130 of rendering range.
It's been established that the limit is only along the x,y axes, with z being the "vertically down" axis. After a quick skim through the Powerthirst "source" I find this (twice):
Code: Select all imul eax, eax, PLR_STRUCT_SIZE ; 0042AA86 _ 69. C0, 000003A8
fld dword [plr_x2+eax] ; 0042AA8C _ D9. 80, 0047CE1C(d)
fsub dword [esi-0D4H] ; 0042AA92 _ D8. A6, FFFFFF2C
fstp dword [esp+1CH] ; 0042AA98 _ D9. 5C 24, 1C
fld dword [plr_y2+eax] ; 0042AA9C _ D9. 80, 0047CE20(d)
fsub dword [esi-0D0H] ; 0042AAA2 _ D8. A6, FFFFFF30
fstp dword [esp+18H] ; 0042AAA8 _ D9. 5C 24, 18
fld dword [esp+18H] ; 0042AAAC _ D9. 44 24, 18
fld dword [esp+1CH] ; 0042AAB0 _ D9. 44 24, 1C
fmul st0, st0 ; 0042AAB4 _ DC. C8
fld st1 ; 0042AAB6 _ D9. C1
fmulp st2, st0 ; 0042AAB8 _ DE. CA
faddp st1, st0 ; 0042AABA _ DE. C1
fcomp qword [ud_08218] <-- 16384.0, AKA 128.0**2 ; 0042AABC _ DC. 1D, 00448C58(d)
So it seems the hit distance is 128.0 horizontally, where vertically doesn't affect anything.
Whereas OpenSpades does this:
Code: Select allif(mapResult.hit && (mapResult.hitPos - muzzle).GetLength() < 128.f &&
Which checks all of x,y,z. So Voxlap AoS clamps to a cylinder, while OpenSpades clamps to a sphere.
Re: Hello! :D
Posted: Thu Nov 26, 2015 6:11 pm
by Chameleon
Somewhat half a month late, but I believe AoS hit distance is beyond 128. I tested it, fired so many shots at known range and AoS hit blocks about 134-135, while OS just stops at 128.
Marisa Kirisame wrote:If this game wasn't so dead you would be on the GBL by now.
Yeah, I feel kinda bad for doing that, I racked up ~50 killstreak over 30 minutes on a push server, but haven't been sucessful ever since, so instead I slimmed the fog a bit. Just so you know, you can do e s p too, which was fixed but not yet released by yvt. (Fix is in my build)
Re: Hello! :D
Posted: Thu Nov 26, 2015 9:57 pm
by Marisa Kirisame
Chameleon wrote:Just so you know, you can do e s p too
In OpenGL we typically call this
or
or
or
Code: Select allglStencilFunc(GL_ALWAYS, 1, 255);
glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
...
glStencilFunc(GL_EQUAL, 1, 255);
or
and so on. It's pretty easy to drop one of those in.
Re: Hello! :D
Posted: Fri Nov 27, 2015 1:14 pm
by Chameleon
Quote myself: which was fixed but not yet released by yvt. (Fix is in my build)