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No Leaf Clover - 2016.06.13 - custom OS build - no updates

Posted: Fri Nov 13, 2015 2:14 pm
by Chameleon
Project is over. But ideas will live on

95% of code is by other people, including yvt.
GitHub source code of vanilla openspades
GitHub source code of pull requests to vanilla openspades
GitHub bleeding edge source code
GitHub bleeding edge resources
I use my own weapon models (.kv6 editor Slab6 by Ken Silverman) and sounds form other games (that I hope are) compatible with GPL.

OpenSpades 2015.11.19 stable as vanilla, smoke lag reduction:
OpenSpades Release 2015.11.19.zip
OpenSpades 2016.01.01 (not stable):
OpenSpades_2016.01.01.zip
OpenSpades 2016.01.02 unstable at Kraken, sounds bugged:
OpenSpades_2016.01.02.zip.
OpenSpades 2016.01.03 unstable at Kraken, sounds fixed:
OpenSpades_2016.01.03.zip.
NoLeafClover 2016.02.05 stable at Kraken "Something to play around with" version :3
NoLeafClover_2016.02.05.zip
NoLeafClover 2016.05.12 that has buggy awesomeness:
NoLeafClover_2016.05.12.zip
NoLeafClover 2016.05.14 that's supposed to be final:
NoLeafClover_2016.05.14.zip
NoLeafClover 2016.05.15 with experimental feature v_binocsZoom. Grenade+rightMouse to use:
NoLeafClover_2016.05.15.zip
NoLeafClover 2016.05.19, featuring parallax-free scopes and new cheap muzzleflashes (/opt_muzzleFlash 0/1/2):
NoLeafClover_2016.05.19.zip
NoLeafClover 2016.05.23 fixes issues for older cards; has "bad allocation" error:
NoLeafClover_2016.05.23.zip
NoLeafClover 2016.06.01 some more features:
NoLeafClover_2016.06.01.zip
NoLeafClover 2016.06.03 fixed GLSL "filter" error (hopefully):
NoLeafClover_2016.06.03.zip
NoLeafClover 2016.06.06 fixed "divide by zero" error:
NoLeafClover_2016.06.06.zip

NoLeafClover 2016.06.16:
NoLeafClover_2016.06.16.zip

AceOfOpenSpades - simple smoke lag fix + AoS-like ironsights (image firing zoom effect included):
Ao-OS.zip Extract to OpenSpades directory

Please keep thread clean.
Game crashing? Post info (SystemMessages.log) in thread.
Some fixes uploaded to official git.

Project is over. OS has proven to be bloated and hard to modify, so I've moved on to better engine and I am working with a team on something that is supposed to make things run for AoS community once again. Well, more for the oldfags b4 0.52 (b4 SMG, right?) rather than these mlg kids that fill the forum.

Changelist, planned features

Posted: Fri Nov 13, 2015 2:18 pm
by Chameleon
New Settings: awesomeness 1 awesomeness 2
For Info, check GameFolder/Resources/ReadMe-Changelist.txt

Features: *Planned #WIP +Done
+ Different intel, tent, player models; skin scripts, models, sounds of weapons for each team.
+ Increase weapon hit range to ~134 blocks, slightly decrease spade hit range.
+ Intel and player model limits - with possible user-controlled LOD.
+ Spread/recoil penalties for moving, jumping, repeatedly crouching etc.
+ Configureable highlighting of teammate you are pointing at (obstructs too much view)
+ Drunk cam, free aim (aka aiming deadzones), disable with "/v_freeAim 0"
+ Truly semi-auto rifle, weapon modes for SMG.
+ Decrease SW and OGL fog a bit. Similar to AoS ofc.
+ Correct corpses: non-ragdoll orientation.
+ Add tracer models, colour == team colour. /opt_tracers 2
+ Corrected weapon aiming when jumping/falling. Tools should be no longer affected.
+ Tracers make a sound when passing by.
+ Mouse inertia, drunkeness increase when hurt.
+ Drunkeness increase when grenades go off too close.
+ ignore mouse input after shooting (or make it have more inertia)(= inaccurate rapid fire).
+ make weapon visually "lag" a bit when moving mouse (AoS-like, but smoother), sync hitpos with weap barrel
+ cg_fov value change only after respawn/reconnect. If you want to snipe - snipe, but deal with small fov.
+ Optional scopes. Refill at tent or die to apply scope changes, weap_scope and weap_scopeZoom.
+ different 3rd person hipped/aimed --- weapon/arm/head --- position.
+ more 3rd person models available to 1st person, use v_drawBODYPART 0,1,2
+ serverside ammo handling.
+ Fix up missing weapon parts

* weapon spread, when not ADS, should be more horizontal.
* Fix buldNsplat playing a lot of block destruction/construction sounds.
* Fix up NetCode: no flying players at respawn
* Fix weapon animations, add two types of hands.
* Make View.as able to add casings, add shotgun casings. Leave empty magazine behind after reloading. Maybe with drop sounds too.
* Map refresh at spawn/refill only. Maybe optional hardcore mode without player positions.
* Minimap toggle with minimap scale button. Right now /cg_minimapSize 0 works too.
* If name starts with "Deuce", request name change at start/don't let to connect to server.
* more easily configureable stuff - in "Options".
*+ make freeaim configureable (corner round & smoothing).
* Fix CTRL V. You know who you are, I have mixed views about you.
*+ Correct corpses: ragdoll torso, hand models.
* Fix up SW (software renderer) models.
* Fix SW map rendering (currently no shadow and other stuff).
*+ LOD system for SW map / faster rendering / ability to render blocks as bounded cube
* cl_righthand switch weapon hands


New protocol stuff...? :
* Player models would get destroyed by bullets/grenades. Similar to voxelstein
* Way faster SW rendering for people with toasters. If not, no new protocol. Splitting community is never an option, unless we are getting rid of "bbut muh mlg" kids
* Netcode fixing, powerthirst?
* Paradrop spawn anywhere on map?
* Optional stationary AI sentries at server-defined points (etc. spawn protection)?
* Airstrikes vs arty? Precision dive-bomb vs bombing runs? Supply drop?
* Weapons: HMG, Bolt-action, pistol, Mortar, binoculars, RPG?
* Loadouts?
* Changed hitzones (smaller head/helmet)?
* Grenade depends on shrapnel to do damage, which gets more random.
* Bleeding, medkits?

Re: Just a Little Heads up from Cham

Posted: Fri Nov 13, 2015 6:18 pm
by bloodfox
daaaaaaaaaaayum finally a guy who's more active than YVT and actually gives a shit about fixing openspades. I lub you, Cham <3

Re: Just a Little Heads up from Cham

Posted: Fri Nov 13, 2015 9:23 pm
by Marisa Kirisame
powerthirst support when

Re: Just a Little Heads up from Cham

Posted: Fri Nov 13, 2015 9:26 pm
by bloodfox
please oh please fix the performance issues first, Chameleon.
then after that, I want to have seperate skins for each team c:

Re: Just a Little Heads up from Cham

Posted: Sun Nov 15, 2015 10:34 am
by Chameleon
bloodfox wrote:
daaaaaaaaaaayum finally a guy who's more active than YVT and actually gives a shit about fixing openspades.
well yvt isn't gone, he merges code (on github) contributed by others and is always fixing up small stuff here and there, he's just not releasing for some reason.
bloodfox wrote:
I lub you, Cham <3
o-o-okay..
Marisa Kirisame wrote:
powerthirst support when
powerthirst support not plan :/ sorry not qualified

Re: OpenSpades TEST BUILD - particles/smoke lag fix

Posted: Mon Nov 16, 2015 4:04 pm
by bloodfox
I'm posting this issue here just in case if anyone else gets this issue:
Image

Re: OpenSpades TEST BUILD - particles/smoke lag fix

Posted: Mon Nov 16, 2015 7:36 pm
by Chameleon
Strange, the .dll is inside OpenSpades directory. And it is included in the original download too...
Is anyone else getting this? I would like to know your windows version (and 32/64 bit too)
Spoiler:
WHAT THE FUCK
Try copying your default OpenSpades onto the new one.

Re: OpenSpades TEST BUILD - particles/smoke lag fix

Posted: Mon Nov 16, 2015 8:10 pm
by bloodfox
k, I copied the shit into the other shit folder etc:
Image
wut.

Re: OpenSpades TEST BUILD - particles/smoke lag fix

Posted: Tue Nov 17, 2015 8:36 am
by Chameleon
Wrong screenshot! The black console window is far more helpful.
But anyway, I know how to fix this!

Go to my provided package (OpenSpades_Test_2015.11.15.zip). Find folder /Resources/Scripts/Gui/ And copy this whole folder over the one you have. There is one extra line in the old OpenSpades script that you get rid of in this way.

Re: OpenSpades TEST BUILD - particles/smoke lag fix

Posted: Tue Nov 17, 2015 2:01 pm
by bloodfox
yaaaay that error is gone, but, I still don't have that .dll file.
fuck.
fuck.
fuck.
fuck.
fuck.
fuck.
fuuuuuuuuuuuuuuuuuuuuuuck.

'bout the mods, I could give it a shot, I guess? I have an idea cooking up in my head like a nazi side vs american (ik people will complain about that....) xD
EDIT: Ye, I'll make a team logo for each team and skins to make them easily distinguishable.

Re: OpenSpades TEST BUILD - particles/smoke lag fix

Posted: Wed Nov 18, 2015 12:13 pm
by Warp
Any chance of different weapon models per team?

Player models should be: UK/US vs Talibs or Wehrmacht vs Allies ;-)

Re: OpenSpades - TESTERS NEEDED NOW! No qualification requir

Posted: Thu Nov 19, 2015 6:36 pm
by bloodfox
k, so I actually got this thing to fucking work.

Shiiit I lub it. I love the idea of putting in "Insert coin" again, bringing back nostalgia. Can't say if I like that when you aim with the smgay, there isn't any zooming in. It's fair yes, but going against AOS players that use the overpowered smg makes me feel hopeless..... But that's why I love the semi. Expect me to make some mods for this test soon. Keep up the good work, Cham.

Re: OpenSpades - TESTERS NEEDED NOW! No qualification requir

Posted: Fri Nov 20, 2015 9:18 am
by Paratrooper
If you think these fixes should be official, push then to github.

Re: OpenSpades - TESTERS NEEDED NOW! No qualification requir

Posted: Fri Nov 20, 2015 5:09 pm
by Chameleon
These are not really "fixes", I just removed excessive stuff. I don't believe yvt will be happy to get rid of e.g. his smoke animations (even though they cause lag for many people). Also keep in mind there have been no major improvements on official github.

I am still actively coding this. But once development from my side halts, I will publish source or at least give latest build.