I downloaded the game but what do i need to type into the config to bind jump to space? (because the game had it blank when i downloaded it) - 'space', 'Space' and 'SpaceBr' doesn't work :s
There could be a few improvements but it's quite good for an early stage :)
1. Since 0.0.7 the minimap is now waytoo small - I play on max reso. (1440x900)
2. No tracers wat
3. Make configuration more user friendly
4. Have a setting for high/low/off motion blur
5. Reduce the amount of lines for the kill-feed
6. Add a ping counter on the scoreboard.
OpenSpades introduction
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FangedBeast
League Participant
- Posts: 8
- Joined: Fri Apr 12, 2013 6:41 pm
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duck_norris
Modder
- Posts: 719
- Joined: Fri Feb 08, 2013 5:53 pm
Hey my antimalware keeps deleting the program (not the folder the launcher) and saying there's a virus in it. It's also doing this on it's own without my permission each time, which it never does. So this could potentially be a very bad one. someone get this looked into please.
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yvt
Coder
- Posts: 27
- Joined: Sat Aug 17, 2013 4:57 pm
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https://github.com/yvt/openspades/releases
Default Keymap Changed
A: Left, D: Right, W: Forward, S: Backpedal
Better support for OpenGL 2.x video drivers
Now OpenSpades works on OpenGL 2.x video driver if it has required features.
Configurable minimap size
Use cg_minimapSize to change the size of minimap.
Large Map
Try hitting 'n'.
Other Improvements
Default Keymap Changed
A: Left, D: Right, W: Forward, S: Backpedal
Better support for OpenGL 2.x video drivers
Now OpenSpades works on OpenGL 2.x video driver if it has required features.
Configurable minimap size
Use cg_minimapSize to change the size of minimap.
Large Map
Try hitting 'n'.
Other Improvements
- Tool switch by mouse wheel
Bug fixes
And so on...
FangedBeast wrote:I downloaded the game but what do i need to type into the config to bind jump to space? (because the game had it blank when i downloaded it) - 'space', 'Space' and 'SpaceBr' doesn't work :s.Use whitespace character.
Web Site: https://yvt.jp
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Yoman282
Winter Celebration 2013
- Posts: 64
- Joined: Thu Jul 11, 2013 11:30 pm
I don't know why but sometimes when I come in the game whenever I move my mouse the FPS drops a lot, only when I move my mouse. Pretty annoying and I have to restart PC to fix it.
Nice work tho.
Nice work tho.
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10se1ucgo
3 Years of Ace of Spades
- Posts: 198
- Joined: Sun Dec 16, 2012 4:29 pm
yvt wrote:https://github.com/yvt/openspades/releasesAwesome, I just discovered something (Not sure if its in 0.0.7, but I hope it is :D)
Default Keymap Changed
A: Left, D: Right, W: Forward, S: Backpedal
Better support for OpenGL 2.x video drivers
Now OpenSpades works on OpenGL 2.x video driver if it has required features.
Configurable minimap size
Use cg_minimapSize to change the size of minimap.
Large Map
Try hitting 'n'.
Other Improvements
- Tool switch by mouse wheel
Bug fixes
And so on...FangedBeast wrote:I downloaded the game but what do i need to type into the config to bind jump to space? (because the game had it blank when i downloaded it) - 'space', 'Space' and 'SpaceBr' doesn't work :s.Use whitespace character.
You can actually build your character OUT of the required size for the vanilla client! That means more detail can be added now, like hats and bags. I do hope that its just a visual thing, and not any gameplay breaking cheat.

I really like the way KV6 models are used as the sights, but may I suggest that sights are from different kv6 file? Take a look at 1.0 for example. For the semi sight, its semi_sight.kv6, semi_sight_pin.kv6
Last edited by 10se1ucgo on Tue Aug 27, 2013 5:12 pm, edited 1 time in total.
10se1ucgo wrote:Extended ReubenMcHawk's Authentic SMG
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extra
Build and Shoot's 1st Birthday
- Posts: 864
- Joined: Mon Aug 26, 2013 10:56 pm
Would there be any way to create an "OpenSpades" only server? I think that would be cool as then all players would have the same thing.
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AEM
3 Years of Ace of Spades
- Posts: 45
- Joined: Fri Nov 09, 2012 12:59 am
FangedBeast wrote:I downloaded the game but what do i need to type into the config to bind jump to space? (because the game had it blank when i downloaded it) - 'space', 'Space' and 'SpaceBr' doesn't work :sFor jump keybinding, just press space, don't actually type space.
There could be a few improvements but it's quite good for an early stage :)
1. Since 0.0.7 the minimap is now waytoo small - I play on max reso. (1440x900)
2. No tracers wat
3. Make configuration more user friendly
4. Have a setting for high/low/off motion blur
5. Reduce the amount of lines for the kill-feed
6. Add a ping counter on the scoreboard.

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10se1ucgo
3 Years of Ace of Spades
- Posts: 198
- Joined: Sun Dec 16, 2012 4:29 pm
yvt wrote:https://github.com/yvt/openspades/releasesI get an error on the new version
Default Keymap Changed
A: Left, D: Right, W: Forward, S: Backpedal
Better support for OpenGL 2.x video drivers
Now OpenSpades works on OpenGL 2.x video driver if it has required features.
Configurable minimap size
Use cg_minimapSize to change the size of minimap.
Large Map
Try hitting 'n'.
Other Improvements
- Tool switch by mouse wheel
Bug fixes
And so on...FangedBeast wrote:I downloaded the game but what do i need to type into the config to bind jump to space? (because the game had it blank when i downloaded it) - 'space', 'Space' and 'SpaceBr' doesn't work :s.Use whitespace character.

Here is SystemMessage.log
Code: Select all
Tue Aug 27 13:32:47 2013 [DirectoryFileSystem.cpp:28] Directory File System Initialized: C:\OpenSpades-0.0.7-Windows\Resources (Read-only)
Tue Aug 27 13:32:47 2013 [DirectoryFileSystem.cpp:28] Directory File System Initialized: C:\Documents and Settings\Haris\Application Data\OpenSpades\Resources (Read/Write)
Tue Aug 27 13:32:47 2013 [Main.cpp:97] Log Started.
Tue Aug 27 13:32:47 2013 [Main.cpp:127] Pak Registered: Base.pak
Tue Aug 27 13:32:47 2013 [Main.cpp:127] Pak Registered: Sounds.pak
Tue Aug 27 13:32:47 2013 [MainWindowHandler.cpp:91] Loading Preferences to MainWindow
Tue Aug 27 13:32:47 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1920x1080
Tue Aug 27 13:32:47 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1680x1050
Tue Aug 27 13:32:47 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1600x1024
Tue Aug 27 13:32:47 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1600x900
Tue Aug 27 13:32:47 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1440x900
Tue Aug 27 13:32:47 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1360x768
Tue Aug 27 13:32:47 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1280x1024
Tue Aug 27 13:32:47 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1280x960
Tue Aug 27 13:32:47 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1280x800
Tue Aug 27 13:32:47 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1280x768
Tue Aug 27 13:32:47 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1280x720
Tue Aug 27 13:32:47 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1152x864
Tue Aug 27 13:32:47 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1024x768
Tue Aug 27 13:32:47 2013 [MainWindowHandler.cpp:108] Video Mode Found: 800x600
Tue Aug 27 13:32:47 2013 [Main.cpp:140] Entering FLTK main loop
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:99] SDLGLDevice created
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:102] --- OpenGL Renderer Info ---
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:105] Vendor: NVIDIA Corporation
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:108] Name: GeForce 6150 LE/integrated/SSE2/3DNOW!
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:111] Version: 2.1.2
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:114] Shading Language Version: 1.20 NVIDIA via Cg compiler
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:116] --- Extensions ---
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_color_buffer_float
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_compressed_texture_pixel_storage
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_conservative_depth
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_copy_buffer
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_depth_clamp
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_depth_texture
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_draw_buffers
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_ES2_compatibility
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_explicit_attrib_location
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_fragment_program
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_fragment_program_shadow
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_fragment_shader
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_framebuffer_object
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_get_program_binary
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_half_float_pixel
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_half_float_vertex
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_imaging
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_internalformat_query
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_map_buffer_alignment
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_map_buffer_range
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_multisample
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_multitexture
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_occlusion_query
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_occlusion_query2
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_pixel_buffer_object
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_point_parameters
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_point_sprite
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_provoking_vertex
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_robustness
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_sampler_objects
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_separate_shader_objects
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_shader_objects
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_shading_language_100
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_shading_language_420pack
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_shading_language_include
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_shadow
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_sync
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_border_clamp
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_compression
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_cube_map
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_env_add
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_env_combine
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_env_crossbar
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_env_dot3
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_float
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_mirrored_repeat
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_non_power_of_two
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_rectangle
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_rg
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_storage
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_swizzle
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_timer_query
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_transpose_matrix
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_vertex_array_bgra
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_vertex_array_object
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_vertex_buffer_object
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_vertex_program
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_vertex_shader
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ARB_window_pos
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ATI_draw_buffers
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ATI_texture_float
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_ATI_texture_mirror_once
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_S3_s3tc
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_env_add
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_abgr
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_bgra
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_blend_color
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_blend_equation_separate
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_blend_func_separate
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_blend_minmax
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_blend_subtract
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_compiled_vertex_array
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_Cg_shader
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_depth_bounds_test
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_direct_state_access
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_draw_range_elements
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_fog_coord
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_framebuffer_blit
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_framebuffer_multisample
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_framebuffer_object
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_gpu_program_parameters
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_multi_draw_arrays
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_packed_depth_stencil
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_packed_pixels
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_pixel_buffer_object
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_point_parameters
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_provoking_vertex
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_rescale_normal
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_secondary_color
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_separate_shader_objects
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_separate_specular_color
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_shadow_funcs
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_stencil_two_side
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_stencil_wrap
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_texture3D
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_compression_dxt1
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_compression_s3tc
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_cube_map
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_edge_clamp
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_env_combine
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_env_dot3
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_filter_anisotropic
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_format_BGRA8888
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_lod
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_lod_bias
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_mirror_clamp
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_object
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_sRGB
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_sRGB_decode
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_storage
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_swizzle
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_timer_query
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_vertex_array
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_vertex_array_bgra
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_EXT_import_sync_object
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_IBM_rasterpos_clip
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_IBM_texture_mirrored_repeat
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_KTX_buffer_region
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_alpha_test
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_blend_minmax
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_blend_square
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_complex_primitives
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_copy_depth_to_color
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_depth_clamp
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_ES1_1_compatibility
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_fbo_color_attachments
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_fence
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_float_buffer
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_fog_distance
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_fragdepth
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_fragment_program
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_fragment_program_option
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_fragment_program2
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_framebuffer_multisample_coverage
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_half_float
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_light_max_exponent
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_multisample_filter_hint
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_occlusion_query
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_packed_depth_stencil
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_pixel_data_range
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_point_sprite
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_primitive_restart
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_register_combiners
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_register_combiners2
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_texgen_reflection
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_texture_barrier
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_texture_compression_vtc
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_texture_env_combine4
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_texture_expand_normal
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_texture_lod_clamp
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_texture_rectangle
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_texture_shader
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_texture_shader2
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_texture_shader3
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_vertex_array_range
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_vertex_array_range2
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_vertex_program
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_vertex_program1_1
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_vertex_program2
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_vertex_program2_option
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NV_vertex_program3
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_NVX_conditional_render
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_OES_compressed_paletted_texture
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_OES_depth24
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_OES_depth32
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_OES_depth_texture
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_OES_element_index_uint
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_OES_fbo_render_mipmap
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_OES_get_program_binary
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_OES_mapbuffer
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_OES_packed_depth_stencil
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_OES_point_size_array
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_OES_point_sprite
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_OES_rgb8_rgba8
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_OES_read_format
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_OES_standard_derivatives
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_OES_texture_3D
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_OES_texture_float
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_OES_texture_float_linear
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_OES_texture_half_float
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_OES_texture_half_float_linear
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_OES_texture_npot
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_OES_vertex_array_object
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_OES_vertex_half_float
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_SGIS_generate_mipmap
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_SGIS_texture_lod
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_SGIX_depth_texture
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_SGIX_shadow
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_SUN_slice_accum
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] GL_WIN_swap_hint
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:130] WGL_EXT_swap_control
Tue Aug 27 13:32:52 2013 [SDLGLDevice.cpp:136] ------------------
Tue Aug 27 13:32:52 2013 [GLRenderer.cpp:72] GLRenderer initializing
Tue Aug 27 13:32:52 2013 [GLFramebufferManager.cpp:59] Initializing framebuffer manager
Tue Aug 27 13:32:52 2013 [GLFramebufferManager.cpp:135] Creating Non-MSAA Buffer
Tue Aug 27 13:32:52 2013 [GLFramebufferManager.cpp:159] Depth Buffer Allocated
Tue Aug 27 13:32:53 2013 [GLFramebufferManager.cpp:190] Color Buffer Allocated
Tue Aug 27 13:32:53 2013 [GLFramebufferManager.cpp:213] Framebuffer Created
Tue Aug 27 13:32:53 2013 [GLProgramManager.cpp:72] Loading GLSL program 'Shaders/BasicImage.program'
Tue Aug 27 13:32:53 2013 [GLProgramManager.cpp:116] Loading GLSL shader 'Shaders/BasicImage.fs'
Tue Aug 27 13:32:53 2013 [GLProgramManager.cpp:134] Successfully compiled GLSL program 'Shaders/BasicImage.fs' in 16.824ms
Tue Aug 27 13:32:53 2013 [GLProgramManager.cpp:116] Loading GLSL shader 'Shaders/BasicImage.vs'
Tue Aug 27 13:32:53 2013 [GLProgramManager.cpp:134] Successfully compiled GLSL program 'Shaders/BasicImage.vs' in 0.836ms
Tue Aug 27 13:32:53 2013 [GLProgramManager.cpp:108] Successfully linked GLSL program 'Shaders/BasicImage.program' in 12.085ms
Tue Aug 27 13:32:53 2013 [GLProgramManager.cpp:72] Loading GLSL program 'Shaders/SoftSprite.program'
Tue Aug 27 13:32:53 2013 [GLProgramManager.cpp:116] Loading GLSL shader 'Shaders/SoftSprite.fs'
Tue Aug 27 13:32:53 2013 [GLProgramManager.cpp:134] Successfully compiled GLSL program 'Shaders/SoftSprite.fs' in 1.138ms
Tue Aug 27 13:32:53 2013 [GLProgramManager.cpp:116] Loading GLSL shader 'Shaders/SoftSprite.vs'
Tue Aug 27 13:32:53 2013 [GLProgramManager.cpp:134] Successfully compiled GLSL program 'Shaders/SoftSprite.vs' in 1.460ms
Tue Aug 27 13:32:53 2013 [GLProgramManager.cpp:108] Successfully linked GLSL program 'Shaders/SoftSprite.program' in 0.706ms
Tue Aug 27 13:32:53 2013 [GLRenderer.cpp:93] GLRenderer initialized
Tue Aug 27 13:32:53 2013 [ALFuncs.cpp:222] Linking with OpenGL library.
Tue Aug 27 13:32:53 2013 [ALFuncs.cpp:158] 'OpenAL32.dll' loaded
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:359] OpenAL Info:
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:360] Vendor: OpenAL Community
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:361] Version: 1.1 ALSOFT 1.15.1
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:362] Renderer: OpenAL Soft
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:365] OpenAL Extensions:
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:367] AL_EXT_ALAW
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:367] AL_EXT_DOUBLE
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:367] AL_EXT_EXPONENT_DISTANCE
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:367] AL_EXT_FLOAT32
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:367] AL_EXT_IMA4
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:367] AL_EXT_LINEAR_DISTANCE
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:367] AL_EXT_MCFORMATS
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:367] AL_EXT_MULAW
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:367] AL_EXT_MULAW_MCFORMATS
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:367] AL_EXT_OFFSET
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:367] AL_EXT_source_distance_model
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:367] AL_LOKI_quadriphonic
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:367] AL_SOFT_buffer_samples
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:367] AL_SOFT_buffer_sub_data
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:367] AL_SOFTX_deferred_updates
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:367] AL_SOFT_direct_channels
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:367] AL_SOFT_loop_points
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:367] AL_SOFT_source_latency
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:372] OpenAL ALC Extensions:
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:374] ALC_ENUMERATE_ALL_EXT
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:374] ALC_ENUMERATION_EXT
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:374] ALC_EXT_CAPTURE
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:374] ALC_EXT_DEDICATED
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:374] ALC_EXT_disconnect
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:374] ALC_EXT_EFX
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:374] ALC_EXT_thread_local_context
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:374] ALC_SOFT_loopback
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:385] EAX enabled
Tue Aug 27 13:32:53 2013 [ALDevice.cpp:401] 96 source(s) initialized
Tue Aug 27 13:32:53 2013 [Client.cpp:100] Initializing...
Tue Aug 27 13:32:53 2013 [Client.cpp:113] Font 'Unsteady Oversteer' Loaded
Tue Aug 27 13:32:53 2013 [Client.cpp:120] Font 'Ubuntu Condensed' Loaded
Tue Aug 27 13:32:53 2013 [Client.cpp:127] Font 'Ubuntu Condensed (Large)' Loaded
Tue Aug 27 13:32:55 2013 [Client.cpp:175] Started connecting to 'aos://70043732:32884'
Tue Aug 27 13:32:55 2013 [NetClient.cpp:270] ENet initialized
Tue Aug 27 13:32:55 2013 [NetClient.cpp:275] ENet host created
Tue Aug 27 13:32:55 2013 [NetClient.cpp:283] ENet Range Coder Enabled
Tue Aug 27 13:32:55 2013 [NetClient.cpp:334] Connecting to 70043732:32884
Tue Aug 27 13:32:55 2013 [Client.cpp:217] Netlog Started at 'NetLogs/20130827133255_70043732_32884.log'
Tue Aug 27 13:32:55 2013 [SDLRunner.cpp:150] Starting Client Loop
Tue Aug 27 13:32:55 2013 [GLFramebufferManager.cpp:411] New GLColorBuffer requested (w = 256, h = 192, alpha = yes)
Tue Aug 27 13:32:55 2013 [Client.cpp:277] Closing netlog
Tue Aug 27 13:32:55 2013 [Client.cpp:281] Disconnecting
Tue Aug 27 13:32:55 2013 [NetClient.cpp:361] Waiting for graceful disconnection
Tue Aug 27 13:32:56 2013 [NetClient.cpp:379] Connection terminated
Tue Aug 27 13:32:56 2013 [NetClient.cpp:296] ENet host destroyed
Tue Aug 27 13:32:56 2013 [Client.cpp:285] Disconnected
Tue Aug 27 13:32:56 2013 [GLRenderer.cpp:162] New map loaded; freeing old renderers...
Tue Aug 27 13:32:56 2013 [GLRenderer.cpp:202] No map loaded
Tue Aug 27 13:32:56 2013 [GLRenderer.cpp:101] GLRender finalizing
Tue Aug 27 13:32:56 2013 [GLRenderer.cpp:126] GLRenderer finalized
Tue Aug 27 13:32:56 2013 [MainWindowHandler.cpp:70] Unhandled exception in SDLRunner:
[../Sources/Gui/SDLGLDevice.cpp:84] GL error Invalid Enum in virtual void spades::gui::SDLGLDevice::TexImage2D(spades::draw::IGLDevice::Enum, int, spades::draw::IGLDevice::Enum, unsigned int, unsigned int, int, spades::draw::IGLDevice::Enum, spades::draw::IGLDevice::Enum, const void*) at ../Sources/Gui/SDLGLDevice.cpp:641
Collected backtrace:
spades::draw::GLFramebufferManager::BufferHandle spades::draw::GLFramebufferManager::CreateBufferHandle(int, int, bool) at GLFramebufferManager.cpp:391
virtual void spades::draw::GLSoftSpriteRenderer::Render() at GLSoftSpriteRenderer.cpp:77
virtual void spades::draw::GLRenderer::EndScene() at GLRenderer.cpp:462
void spades::client::Client::DrawScene() at Client.cpp:2376
void spades::client::Client::RunFrame(float) at Client.cpp:316
virtual void spades::gui::SDLRunner::Run() at SDLRunner.cpp:206
void MainWindow::StartGame(const std::string&) at MainWindowHandler.cpp:52
void MainWindow::QuickConnectPressed() at MainWindowHandler.cpp:81
int main(int, char**) at Main.cpp:51
Tue Aug 27 13:33:00 2013 [Main.cpp:143] Leaving FLTK main loop
10se1ucgo wrote:Extended ReubenMcHawk's Authentic SMG
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AEM
3 Years of Ace of Spades
- Posts: 45
- Joined: Fri Nov 09, 2012 12:59 am
First off, thanks for adding the scroll feature in such quick time. And I also noticed that you can't sprint in water. I also tested out FXAA vs. MSAA and my opinion is that FXAA is better mostly because the edges of the blocks are better rendered as opposed to MSAA.

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FangedBeast
League Participant
- Posts: 8
- Joined: Fri Apr 12, 2013 6:41 pm
thanks @ space solution.
suggestions:
-Move 'following X' to the top/bottom-middle of the screen.
-Change the colour of the text when a server message comes up.
-make it so you don't have to keep tapping backspace (give the ability to hold backspace) when deleting the chat (quite annoying if you type a word wrong/don't want to send a sentence etc)
-for the loss of tracers - perhaps some muzzle flashes? (or maybe bigger ones if they are already implemented)
bugs:
-fly script doesn't work on openspades(?)
-fix alt-tabbing
suggestions:
-Move 'following X' to the top/bottom-middle of the screen.
-Change the colour of the text when a server message comes up.
-make it so you don't have to keep tapping backspace (give the ability to hold backspace) when deleting the chat (quite annoying if you type a word wrong/don't want to send a sentence etc)
-for the loss of tracers - perhaps some muzzle flashes? (or maybe bigger ones if they are already implemented)
bugs:
-fly script doesn't work on openspades(?)
-fix alt-tabbing
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JacobAbraham
League Participant
- Posts: 72
- Joined: Fri Apr 26, 2013 7:40 pm
This is great, but when I get a large kill feed, it crashes. Is that me getting kicked by the server or is it the game?
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ultrayoshi49
Green Master Race
- Posts: 34
- Joined: Sat Nov 24, 2012 4:17 pm
This defiantly has to be one of the better things I've seen for awhile, it's made me start playing AoS again, as I've started to loose interest.
Well anyway, quick question. How modifiable is this? I've seen the .pak files in the resources folder, but I don't know how to edit them or whatnot.
Well anyway, quick question. How modifiable is this? I've seen the .pak files in the resources folder, but I don't know how to edit them or whatnot.
First place on the 3rd and 4th modding competition.
[21:31] <+fLaMeOnCrack> Tell DE I'm sorry for insulting his greatness and if allowed, I would be happy to kiss his ass
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extra
Build and Shoot's 1st Birthday
- Posts: 864
- Joined: Mon Aug 26, 2013 10:56 pm
ultrayoshi49 wrote:This defiantly has to be one of the better things I've seen for awhile, it's made me start playing AoS again, as I've started to loose interest.You can edit the models I guess as GHOST has already created a modpack for them.
Well anyway, quick question. How modifiable is this? I've seen the .pak files in the resources folder, but I don't know how to edit them or whatnot.
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Qw3rtz
Deuced Up - Posts: 31
- Joined: Tue Jan 01, 2013 10:15 pm
ultrayoshi49 wrote:This defiantly has to be one of the better things I've seen for awhile, it's made me start playing AoS again, as I've started to loose interest.You can open the pak file with WinRar, or any archiver i believe. There is kv6 files in that... So it's easily modifiable.
Well anyway, quick question. How modifiable is this? I've seen the .pak files in the resources folder, but I don't know how to edit them or whatnot.
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Rydogger
Deuced Up - Posts: 93
- Joined: Fri Nov 02, 2012 11:31 pm
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So Ive played this version for a little while. Its great, but there are some problems (understandable because its in 0.0.7 beta):
-Some of the keys arent the same (Used to be , and . to change weapon/team, but now its just L)
-Even if my ping is low, the lag is sometimes really bad (not sure if thats my hardware or the game itself)
-The aim crosshair seems a bit off. If I aim at someones head and shoot, it wont register as a kill. (Not sure if this is because the .75 shit aim or not)
A couple of things I would like to see added:
-Keep the menu open after I exit the game. I dont want to have to open the menu every time I want to switch servers
Other than these, the game is fantastic. It runs really well on my 1.3 GHz laptop
-Some of the keys arent the same (Used to be , and . to change weapon/team, but now its just L)
-Even if my ping is low, the lag is sometimes really bad (not sure if thats my hardware or the game itself)
-The aim crosshair seems a bit off. If I aim at someones head and shoot, it wont register as a kill. (Not sure if this is because the .75 shit aim or not)
A couple of things I would like to see added:
-Keep the menu open after I exit the game. I dont want to have to open the menu every time I want to switch servers
Other than these, the game is fantastic. It runs really well on my 1.3 GHz laptop
Not sure what to put here...
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