How and why I'd like to help us change our direction

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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1Shot1Kill
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Stuart98 wrote:
I have but one request.

Prevent hosting of servers that run Hallway. For the love of humanity.
Add pinpoint to this list as well.
Fleischgeruch
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1Shot1Kill wrote:
Stuart98 wrote:
I have but one request.
Prevent hosting of servers that run Hallway. For the love of humanity.
Add pinpoint to this list as well.
Because it's completely fair to ban maps that so many people enjoy playing on, just to satisfy Your Highness.
1Shot1Kill
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Fleischgeruch wrote:
1Shot1Kill wrote:
Stuart98 wrote:
I have but one request.
Prevent hosting of servers that run Hallway. For the love of humanity.
Add pinpoint to this list as well.
Because it's completely fair to ban maps that so many people enjoy playing on, just to satisfy Your Highness.
You don't get frustrated when almost all the servers have the same maps, and when 24/7 hallway servers are actually a thing? Hallway (and to a lesser extent pinpoint) is like the de_dust2 of the Counter-Strike series, but at least de_dust2 is actually worth playing, whereas in Hallway you get repeatedly spawncamped by people from the top of the high part of the map, and in pinpoint, people camp in the water and you can't even dig.
danhezee
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Banning maps is not going to happen and completely off topic to this discussion. If you insist on talking about it, post about it in the community thread.

One thing I mentioned to topo in a private message before he made this post was adding the ability for the client to download all files necessary to join from that server. Very much how MTA, Multi Theft Auto, does it. It was kinda of mentioned in a previous post where downloading custom kv6's was suggested but I wanted to expand the idea to download any custom weapons, items, vehicles, etc with the script and model to make it work in the client. And I agree with izzy we need different map sizes both fixed and infinitely generated.
ThisFrickinSite
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danhezee wrote:
Banning maps is not going to happen and completely off topic to this discussion. If you insist on talking about it, post about it in the community thread.

One thing I mentioned to topo in a private message before he made this post was adding the ability for the client to download all files necessary to join from that server. Very much how MTA, Multi Theft Auto, does it. It was kinda of mentioned in a previous post where downloading custom kv6's was suggested but I wanted to expand the idea to download any custom weapons, items, vehicles, etc with the script and model to make it work in the client. And I agree with izzy we need different map sizes both fixed and infinitely generated.
That would kick so much ass.
Nikhao
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Someone on the last page said it, but, 64 player, even 48 player support would be amazing, if we can get much larger maps.
Ballistic
3 Years of Ace of Spades
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that was me :D
Spoiler:
Ballistic wrote:
A few ideas adding to AoS experience: ( The majority is probably going to suggest stat changes so why not? )

- Allow different skins for different teams ( Example: The Green team is wearing Spetznas skins and carrying AK-74Ms and the Blue team is wearing Ranger skins and carrying M16A4s. )
- Make servers able to provide skins ( Example: A server is WW2 themed and makes the players wear WW2 gear and carry WW2 guns. )
- Include a built-in Modloader ( Example: It would allow you to change skins and settings in-game. )
- Allow players to check their statistics ( Example: The client saves your stats and allows you to check them by opening up the game and clicking on "Statistics". )
- Create a built-in Leaderboard ( Example: Players could compare stats, encouraging them to play more to advance in the Leaderboards. )

These suggestions only add to the AoS experience without changing any weapon statistics. Of course these are my suggestions and not everybody will agree with them, eventhough they don't have any downsides. (They may be to difficult to implement into the game though, I don't know about that since I don't know anything about coding or scripting.)

What do you guys think of these ideas? Please give feedback, I want to make these suggestions appeal to the community.
Last edited by Ballistic on Sat Apr 05, 2014 2:35 am, edited 2 times in total.
Jdrew
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How big should the maps be then? I think that the maps are perfect for 48-64 players already
ThisFrickinSite
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Jdrew wrote:
How big should the maps be then? I think that the maps are perfect for 48-64 players already
It would be nice to see the game be able to handle maps of any size.
topo
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Arkger wrote:
Topo, at this rate I'll love you more than your mother <3.

What we need to do first, is find a direction.

While some may think AoS is made for arena (OH GOD WHY), and some argue it's all about Rivers vs mountains, we all have a direction we want to move in. The best idea for us would be to accomodate EVERYONE. Now how is that possible? Being open ended.

Perhaps with a new improved PySnip/Pyspades, we could allow enough breathing room for that things servers allow and disallow, along with the extra rules and variables, are easily coded and added as scripts.

Oh, and if you want more ideas, gander at this:http://www.buildandshoot.com/viewtopic.php?f=57&t=7086

Perhaps you'll find a diamond in the rough?
Thanks for the great post! Allowing the flexibility to accommodate everyone would indeed be an awesome thing. I'll read through the thread sometime in the next couple of days.
izzy wrote:
More accurate consistency between the mechanics of OpenSpades and Voxlap AoS, such as:
  • Grenade projectile
  • Weapon spread
  • Weapon recoil
  • Sneak/walk/run/jump movement
Server-side modifications:
  • Custom models, sounds, and settings transferred and forced to the client from the server
Adjustable maps:
  • Static: Smaller and bigger than 512x512x64
  • Dynamic: Generated on-the-fly to “infinite” size as players enter unknown space, similar to what Minecraft does
As game balance will likely be something that people will want to be able to customize, I'm not sure consistency with voxlap would really be a priority... but if someone wants to spend the time to do that they'd be more than welcome to. dan spoke to me about the server modification bit; that would be really great.
Chase_UC wrote:
Also secondary firearm, like a pistol, Wanted one for ages.

I also believe that OS should be optimized performance-wise to run a little bit better, It's not like everybody here has great PC's that can run it, so maybe optimize the software renderer to the point that it's (almost) the same as the current performance of the Voxlap client?

The lower the system requirements, the better it us for new players.

And one more thing - how many people are working on OS? Is it only yvt? Because the way I see it, the development process is really slow. If we could get several experienced coders to set up a team with yvt then the development process would be much faster than it is now.

Someone please correct if I'm wrong on the last statement, since, AFAIK, only yvt works on OS.
I'm not confident that I'd be much help in optimizing the software renderer. Would definitely need someone to help out with that bit. https://github.com/yvt/openspades/graphs/contributors
I'd certainly like to contribute to openspades itself, but there are a few things that I'm unsure about. I'll try to talk to yvt about them soon.
[DELTA]Jon wrote:
I agree with all the ideas mentioned above. Make it so everyone is happy with the game and there's a little bit for everyone.
Very hard, but we'll do our best. Weapon balance is definitely on the plate, I think.
wheelz wrote:
This is my impression now: There is already a small team developing OpenSpades that is also listening to community input. Now you come and say, "Hey, lets create a new team and make a different OpenSpades!". The result would be: 2 different OpenSpades clients, the original one and your forked one, incompatible to each other, as they have different features. The playerbase of OpenSpades would have to decide: Which version to play? The limited resources on developers in this community would not work together but instead on their own thing, making each version progress only slower. It would be a splitted developing team and a splitted playerbase.
As i said, this is what come in my mind reading your post. I might have understood you wrong. But if not, then i wonder: Why actually do that? Isn't it more effective to support only one developing team, unifiying all the ideas and community input?
Sorry my replies have been unsatisfying... I find it hard to put into words. I want the community to be the driving force behind this, and not just sit around waiting for somebody to do all the work so that they can complain about it not being exactly what they want. I'm worried that yvt may not afford me the freedom (wrt openspades releases + changing existing features; ideally os would be a tight, easily extensible and modifiable core + i love to refactor, hehe) to allow that to happen. Perhaps I'm just being silly. As I said earlier in this post, I'll talk to him about it - I should have done it before making this thread, really. Thanks for pressing me on this, and sorry I've been a bit short with you so far; your posts have (intentionally or not) seemed a little aggressive and accusatory and I don't really respond well to that (whether it's justifiable or not) when I'm taking the topic seriously. :p
danhezee wrote:
Banning maps is not going to happen and completely off topic to this discussion. If you insist on talking about it, post about it in the community thread.

One thing I mentioned to topo in a private message before he made this post was adding the ability for the client to download all files necessary to join from that server. Very much how MTA, Multi Theft Auto, does it. It was kinda of mentioned in a previous post where downloading custom kv6's was suggested but I wanted to expand the idea to download any custom weapons, items, vehicles, etc with the script and model to make it work in the client. And I agree with izzy we need different map sizes both fixed and infinitely generated.
Yes, hating particular maps is an excellent example of the petty arguments I talked about in my first post.
The file downloading thing would be awesome, and so would dynamically-sized maps.
Ballistic
3 Years of Ace of Spades
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Joined: Wed Dec 19, 2012 12:17 am


topo, what do you think about my suggestions?
Spoiler:
Ballistic wrote:
A few ideas adding to AoS experience: ( The majority is probably going to suggest stat changes so why not? )

- Allow different skins for different teams ( Example: The Green team is wearing Spetznas skins and carrying AK-74Ms and the Blue team is wearing Ranger skins and carrying M16A4s. )
- Make servers able to provide skins ( Example: A server is WW2 themed and makes the players wear WW2 gear and carry WW2 guns. )
- Include a built-in Modloader ( Example: It would allow you to change skins and settings in-game. )
- Allow players to check their statistics ( Example: The client saves your stats and allows you to check them by opening up the game and clicking on "Statistics". )
- Create a built-in Leaderboard ( Example: Players could compare stats, encouraging them to play more to advance in the Leaderboards. )

These suggestions only add to the AoS experience without changing any weapon statistics. Of course these are my suggestions and not everybody will agree with them, eventhough they don't have any downsides. (They may be to difficult to implement into the game though, I don't know about that since I don't know anything about coding or scripting.)

What do you guys think of these ideas? Please give feedback, I want to make these suggestions appeal to the community.
Conduit
Build and Shoot's 1st Birthday
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we need killstreaks
topo
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Ballistic wrote:
topo, what do you think about my suggestions?
Spoiler:
Ballistic wrote:
A few ideas adding to AoS experience: ( The majority is probably going to suggest stat changes so why not? )

- Allow different skins for different teams ( Example: The Green team is wearing Spetznas skins and carrying AK-74Ms and the Blue team is wearing Ranger skins and carrying M16A4s. )
- Make servers able to provide skins ( Example: A server is WW2 themed and makes the players wear WW2 gear and carry WW2 guns. )
- Include a built-in Modloader ( Example: It would allow you to change skins and settings in-game. )
- Allow players to check their statistics ( Example: The client saves your stats and allows you to check them by opening up the game and clicking on "Statistics". )
- Create a built-in Leaderboard ( Example: Players could compare stats, encouraging them to play more to advance in the Leaderboards. )

These suggestions only add to the AoS experience without changing any weapon statistics. Of course these are my suggestions and not everybody will agree with them, eventhough they don't have any downsides. (They may be to difficult to implement into the game though, I don't know about that since I don't know anything about coding or scripting.)

What do you guys think of these ideas? Please give feedback, I want to make these suggestions appeal to the community.
Wow, sorry! I thought I hit quote on your post but I must have missed it. The first two suggestions should be covered by the "resources are provided by the server" bit that has been suggested by several people. Changing settings in-game is already possible, and changing skins in-game might not really make sense with the whole "forced download" thing. Maybe it could be a server option (defaulting to disallowing)? That way you could be reasonably sure that people aren't using lasers on most servers.
Client-side stat tracking could be interesting. It shouldn't be too hard to add either. I'd rather not host a leaderboard myself... it might be on the table for when bns authing becomes a thing, though? We'll see. :)
wheelz
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topo wrote:
I'm worried that yvt may not afford me the freedom (wrt openspades releases + changing existing features; ideally os would be a tight, easily extensible and modifiable core + i love to refactor, hehe)
i understand, so far i think yvt has focused to bringing a compatible 0.75 client. has he ever posted, what he visions OpenSpades to be in the future? i cant remember reading something about it from him. but then that would make really sense, if his vision and yours would not be the same, to just create a fork then.
topo wrote:
your posts have (intentionally or not) seemed a little aggressive and accusatory
i just read my posts here again and you are right, and i want to apologize for that.
Jdrew
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OpenSpades can connect to both 0.76 and 0.75 servers
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