Bump-tity-bumb!
New release, 2016-05-12
Added scopes to both team's rifles! You can disable/enable scopes by writing "/weap_scope 0/1" and set scope magnification by writing "/weap_scopeZoom #". When you change scope settings, go to tent to apply them!
And if you have scope enabled and mounted on your rifle, you can still use your ironsights by pressing "cg_keyWeapMode", which is by default "X".
No Leaf Clover - 2016.06.13 - custom OS build - no updates
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Chameleon
Modder
- Posts: 601
- Joined: Thu Nov 22, 2012 6:41 pm
Have you always wanted a sound tinnitus effect in AoS?
No?
Anyway, here it is for OpenSpades!
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bloodfox
Post Demon
- Posts: 2206
- Joined: Mon Oct 21, 2013 4:32 pm
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madsnark
Green Master Race
- Posts: 57
- Joined: Sun Jan 20, 2013 2:54 am
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Chameleon
Modder
- Posts: 601
- Joined: Thu Nov 22, 2012 6:41 pm
FXAA / AA enabled? Disable it.
Also I'm fixing some stuff, random scope transparency included.
Also I'm fixing some stuff, random scope transparency included.
Have you always wanted a sound tinnitus effect in AoS?
No?
Anyway, here it is for OpenSpades!
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madsnark
Green Master Race
- Posts: 57
- Joined: Sun Jan 20, 2013 2:54 am
Chameleon wrote:FXAA / AA enabled? Disable it.Already disabled.
Gotta get a grip.
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Chameleon
Modder
- Posts: 601
- Joined: Thu Nov 22, 2012 6:41 pm
Oh there's another thing like AA, it's depth of field. Or maybe too high resolution, so try upscaling Gfx/Weapons/ CrosshairA and CrosshairB
Also, what weap_scopeZoom you use?
EDIT: New build. Fixes rifle scope transparency, but not its crosshair blur - please disable graphics features.
Also be aware that some settings changed prefixes from v_ to hud_
what am i doing with my life
Also, what weap_scopeZoom you use?
EDIT: New build. Fixes rifle scope transparency, but not its crosshair blur - please disable graphics features.
Also be aware that some settings changed prefixes from v_ to hud_
what am i doing with my life
Spoiler:
Have you always wanted a sound tinnitus effect in AoS?
No?
Anyway, here it is for OpenSpades!
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Chameleon
Modder
- Posts: 601
- Joined: Thu Nov 22, 2012 6:41 pm
Alright, new release - 2016.05.19!
Weapon spread now should be correct (weapon visual lag + default spread). Rifle scopes should be parallax-free (aka 100% accurate). Also disable depth of field or scope will appear to be blurred.
Another feature is binoculars, useful for spotting. Equip grenades + right-mouse to zoom in. Change zoom value with v_binocsZoom. Try doing "/v_binocsZoom -1" for extra fun Territory Control matches.
Blood, if enabled, will stick to walls and colour them red-ish. Some other particles will do that too.
Weapon spread now should be correct (weapon visual lag + default spread). Rifle scopes should be parallax-free (aka 100% accurate). Also disable depth of field or scope will appear to be blurred.
Another feature is binoculars, useful for spotting. Equip grenades + right-mouse to zoom in. Change zoom value with v_binocsZoom. Try doing "/v_binocsZoom -1" for extra fun Territory Control matches.
Blood, if enabled, will stick to walls and colour them red-ish. Some other particles will do that too.
Have you always wanted a sound tinnitus effect in AoS?
No?
Anyway, here it is for OpenSpades!
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Thresh
3 Years of Ace of Spades
- Posts: 62
- Joined: Mon Mar 18, 2013 7:02 pm
For some reason the scope gets blurry when particles are switched to high, with aa disable and dof off.

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Chameleon
Modder
- Posts: 601
- Joined: Thu Nov 22, 2012 6:41 pm
Well I can't help it. Only solution would be rewriting/adding particle code.
Might be because of soft particles.
Might be because of soft particles.
Have you always wanted a sound tinnitus effect in AoS?
No?
Anyway, here it is for OpenSpades!
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Marisa Kirisame
Deuced Up - Posts: 152
- Joined: Sat Sep 21, 2013 10:52 pm
Code: Select all
IIRC.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
longbyte1 wrote:We should move on to create our own replicas of AoS instead (call them "tributes" if you'd like): we learn far more and take far less time making it ourselves than trying to reverse engineer a heavily obfuscated, hand-optimized work of art.
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Chameleon
Modder
- Posts: 601
- Joined: Thu Nov 22, 2012 6:41 pm
Might be easier to play around with sceneDef parameters.
Have you always wanted a sound tinnitus effect in AoS?
No?
Anyway, here it is for OpenSpades!
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bloodfox
Post Demon
- Posts: 2206
- Joined: Mon Oct 21, 2013 4:32 pm
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Chameleon
Modder
- Posts: 601
- Joined: Thu Nov 22, 2012 6:41 pm
somewhat nice to see you are not dead.
longbyte took place of sfxer (though not committed anything yet)
lecom is switching from python to s-lang so things are faster
I've done quite a good player model and five/six german weapons
bytebit has done nice prgress with .kv6 viewer, animation program and OpenGL module, but none are quite finished
nothing playable for at least a month
longbyte took place of sfxer (though not committed anything yet)
lecom is switching from python to s-lang so things are faster
I've done quite a good player model and five/six german weapons
bytebit has done nice prgress with .kv6 viewer, animation program and OpenGL module, but none are quite finished
nothing playable for at least a month
Have you always wanted a sound tinnitus effect in AoS?
No?
Anyway, here it is for OpenSpades!
-
bloodfox
Post Demon
- Posts: 2206
- Joined: Mon Oct 21, 2013 4:32 pm
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LeCom
No I only have a slight dislike for it, but we're still not using it cause sloooooow af
(also a memory leak that makes it use up a few MB RAM every second; I tracked down the spot but I can't do anything about it cause idiotic gc)
(also a memory leak that makes it use up a few MB RAM every second; I tracked down the spot but I can't do anything about it cause idiotic gc)
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