AOS-OS(Open Source) *Version (0.0.2)

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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Desert Storm
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This is the thread for Ace of Spades - Open Source.
Based on the Voxlap engine by Ken Silverman.
All Source code is publicly available on github >> https://github.com/PetrifiedLasagna/AoS-OS <<

Recent Updates:
*Added player movement and physics
AoS-OS(0.0.2).zip
player movement and physics
(96.6 KiB) Downloaded 351 times
Plans for next update(eta January):
*loading kv6 models
*take control of the internet
*weapons/tools
*mouse sensitivity

old versions
Spoiler:
AoS-OS.zip
Alpha 0.0.1
(109.22 KiB) Downloaded 327 times
Images will be put up shortly

If you would like to contribute to the project follow the instructions in the README in both the main branch and the default_workspace branch
Last edited by Desert Storm on Mon Dec 08, 2014 2:03 am, edited 27 times in total.
1Shot1Kill
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Are you seriously claiming that the Voxed program made by Ken Silverman is yours?
MrHaaax
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You could just look up HaSnip, you know. There a lot of people who managed to port the code in the forums.
Desert Storm
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1Shot1Kill wrote:
Are you seriously claiming that the Voxed program made by Ken Silverman is yours?
Yes, I have compiled this voxed. You can tell it is not an AOS voxed because the render distance is larger and there is no map/radar, and it is not Ken Silvermans voxed because if you open up a vxl map with a hex editor(CodeBlocks has one) and compare it with a normal unmodified vxl file(from the standard engine) you can see that the beginnings of each file are different. Whearas if you compare my voxed file with an AOS file they are the same.
Desert Storm
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MrHaaax wrote:
You could just look up HaSnip, you know. There a lot of people who managed to port the code in the forums.
Thanks for the info. It appears that they have gotten a great deal of the network code/protocol figured out.
Desert Storm
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Last day to vote for how AoS-OS is going to look(splash screen, HUD, etc.)
LeCom


Desert Storm wrote:
1Shot1Kill wrote:
Are you seriously claiming that the Voxed program made by Ken Silverman is yours?
Yes, I have compiled this voxed. You can tell it is not an AOS voxed because the render distance is larger and there is no map/radar, and it is not Ken Silvermans voxed because if you open up a vxl map with a hex editor(CodeBlocks has one) and compare it with a normal unmodified vxl file(from the standard engine) you can see that the beginnings of each file are different. Whearas if you compare my voxed file with an AOS file they are the same.
It actually is Ken's, he has added the header at the file beginning after AoS was released. I also wonder if you are actually seriously trying to recode AoS, and with the original old Voxlap.
Desert Storm
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Joined: Wed Dec 18, 2013 3:45 pm


LeCom wrote:
Desert Storm wrote:
1Shot1Kill wrote:
Are you seriously claiming that the Voxed program made by Ken Silverman is yours?
Yes, I have compiled this voxed. You can tell it is not an AOS voxed because the render distance is larger and there is no map/radar, and it is not Ken Silvermans voxed because if you open up a vxl map with a hex editor(CodeBlocks has one) and compare it with a normal unmodified vxl file(from the standard engine) you can see that the beginnings of each file are different. Whearas if you compare my voxed file with an AOS file they are the same.
It actually is Ken's, he has added the header at the file beginning after AoS was released. I also wonder if you are actually seriously trying to recode AoS, and with the original old Voxlap.
I am actually. I have not released it yet, but I almost have a finished networking class to communicate with servers. It is not finished yet, but I almost have it ready to see if it can deflate the map data that is sent. I think the hardest thing that I am going to do for this project is to do the mirroring that is in the original AoS at the edges of the maps. I know a hack that I could do, but it would not be the same as the original.

p.s.
yes I am using the voxlap engine, although it is no longer original since I modified it : ).

p.s.s.
why does everybody seem to not believe that I am using the voxlap engine I have modifed source files in my repository! XD

EDIT:
Also I checked my source files and their should not be any header in the file(no camera position, rotation etc.), it should just be raw voxel map data.
Thresh
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how to download
Desert Storm
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Thresh wrote:
how to download
Right now there are no official downloads, just executables in the same location as their source for example my enet-POC(proof of concept). Once I get my first demo working I will setup a download.
LeCom


What surprises me is that you will really use the original Voxlap, which has a few flaws. But ok, that's your decision. Though, fully rewriting AoS would mean that you still have the same broken game.
Desert Storm
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LeCom wrote:
What surprises me is that you will really use the original Voxlap, which has a few flaws. But ok, that's your decision. Though, fully rewriting AoS would mean that you still have the same broken game.
Actually I am re-writing it, but am going to avoid bugs at all costs(it really bothers me if my code doesn't work Blue_Tongue ). And once I get the client up and running on 0.75(without bugs), I will then get it running for 0.76, yes without bugs. Finally once That is accomplished I am then going to take requests for features and whatnot, and create modified versions of pysnip(if it requires a new packet type), essentially making AoS an active development

Also what are these flaws? The only one that I have noticed is seeing entities through the ground
LeCom


Desert Storm wrote:

Actually I am re-writing it, but am going to avoid bugs at all costs(it really bothers me if my code doesn't work Blue_Tongue ).
Are you referring to Voxlap? If yes, both parts will be a very hard job.
Desert Storm wrote:
And once I get the client up and running on 0.75(without bugs), I will then get it running for 0.76, yes without bugs.
You know that 0.75 and 0.76 protocols are nearly identical? Or are you referring to the clients themselves?
Desert Storm wrote:
Also what are these flaws? The only one that I have noticed is seeing entities through the ground
In general, you can consider Ken's original Voxlap as deprecated. He used pure assembler for the main part of the KV6 and voxel renderer, because compilers sucked back then. But today, compilers create a lot faster code than most human coders do. For MMX, intrinsics would have been a smarter solution (but probably didn't exist at that time either). Voxlap isn't as fast as it could have been if it had been written today. The Z buffer code also isn't perfect, seems a bit imprecise from what I reverse-engineered from v5.asm, but for AoS, it seems fine enough.
Desert Storm
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LeCom wrote:
Are you referring to Voxlap? If yes, both parts will be a very hard job.
Definately not ready to debug voxlap. In the previous update I said I was dropping modifying the engine further than vxl files until I get more of the client done, and familiarize myself with the flow of data in voxlap.

LeCom wrote:
You know that 0.75 and 0.76 protocols are nearly identical? Or are you referring to the clients themselves?
Yes they are nearly identical give or take a few dozen bytes, what I mean is that the way that 0.75 runs is the first goal(such a high bar to set so early!), then 0.76(rifle change and all). I'll fix anything that might be wrong with both versions, and then start adding things onto the client(and server if necessary). For example one client-side feature that I thought of, is when a player respawns their characters body dissolves into collapsing voxels.
LeCom wrote:
In general, you can consider Ken's original Voxlap as deprecated. He used pure assembler for the main part of the KV6 and voxel renderer, because compilers sucked back then. But today, compilers create a lot faster code than most human coders do. For MMX, intrinsics would have been a smarter solution (but probably didn't exist at that time either). Voxlap isn't as fast as it could have been if it had been written today. The Z buffer code also isn't perfect, seems a bit imprecise from what I reverse-engineered from v5.asm, but for AoS, it seems fine enough.
whew, looks like I have my work cut out for me!
bloodfox
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ooooh, This looks interesting.... I got to keep track of your progress, mate.
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