OpenSpades introduction

OpenSpades is an open source alternative client for AoS Classic and beyond! Runs on Windows, Mac, and Linux. Created by yvt.
Compatible with AoS Classic.
665 posts Page 13 of 45 First unread post
zovc
Deuced Up
Posts: 133
Joined: Wed Jan 02, 2013 1:36 am


hello? problem here! I cant see chat!
Articsledder
Deuced Up
Posts: 209
Joined: Mon Nov 12, 2012 5:13 pm


zovc wrote:
hello? problem here! I cant see chat!
Chat is merged with the killfeed.


Something that I have noticed as an issue is that mouse sensitivity is different when scoped in, yet there's only one setting for it. It would be nice if we could change both scoped in sensitivity and normal sensitivity.
shaz


Yourself wrote:
Spoiler:
Image
Image
Here are two screenshots comparing the engine that I've been working on for my game (Blockspell) with Open Spades 0.6. As you can see, the colors in open spades are quite dull. I think it's a lot harder to differentiate terrain from players with the dull colors.

Looks really good. Interesting work there, nice!
CommieBuffalo
Blue Master Race
Blue Master Race
Posts: 2341
Joined: Mon Nov 05, 2012 4:51 pm


I don't think that making it harder to differentiate terrain and players is necessarily a bad thing. Could make the game fell more like a "war is hell" kind of game, if done right, and it would certainly be awesome for playing in WWI maps like Trenches.
zovc
Deuced Up
Posts: 133
Joined: Wed Jan 02, 2013 1:36 am


-.- im not an idiot. theres no chat anywhere. All I get is audio and visual of the game, all words, numbers removed. heck I had to guess what the guns were.
GreaseMonkey
Coder
Coder
Posts: 733
Joined: Tue Oct 30, 2012 11:07 pm


Please paste a log into this thread, there's probably some information on how to do that.
Th3MaN1
Build and Shoot's 1st Birthday
Build and Shoot's 1st Birthday
Posts: 57
Joined: Fri Nov 30, 2012 2:43 pm


Th3MaN1 wrote:
While I know it's hard, support for Intel Gfx would have been quite awesome. I can't run in (guess why) but I will track this mod to see how good it gets to be.
I have an Intel HD 3000. It runs fantastically. yvt has an Intel HD 4000.

I can understand that, but I have a, ahem, Intel(R) 82915G/GV/910GL Express Family. There you go, I wasn't even expecting this to run.
tungdil
League Participant
League Participant
Posts: 517
Joined: Mon May 06, 2013 4:28 pm


We should make 3 threads:
- game suggestions
- tech problems
- coding stuff ;)
{CCE}Unreal07
Deuce
Posts: 8
Joined: Fri Mar 01, 2013 7:15 am


UnrealIncident
Coder
Coder
Posts: 76
Joined: Thu Nov 22, 2012 6:15 pm


{CCE}Unreal07 wrote:
http://www.youtube.com/watch?v=iVC1vKztxFU&
I cant run it
Update to 0.0.7. If it still doesn't work give us logs and specs.
Kiwi
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League Participant
Posts: 752
Joined: Wed Apr 10, 2013 12:53 pm


I found the logs:

Tue Aug 27 17:51:02 2013 [DirectoryFileSystem.cpp:28] Directory File System Initialized: C:\Users\DANIEL~1.000\AppData\Local\Temp\Rar$EX00.976\OpenSpades-0.0.7-Windows\Resources (Read-only)
Tue Aug 27 17:51:02 2013 [DirectoryFileSystem.cpp:28] Directory File System Initialized: C:\Users\Daniel.atas-PC.000\AppData\Roaming\OpenSpades\Resources (Read/Write)
Tue Aug 27 17:51:02 2013 [Main.cpp:97] Log Started.
Tue Aug 27 17:51:02 2013 [Main.cpp:127] Pak Registered: Base.pak

Tue Aug 27 17:51:02 2013 [Main.cpp:127] Pak Registered: Models.pak

Tue Aug 27 17:51:02 2013 [Main.cpp:127] Pak Registered: Sounds.pak

Tue Aug 27 17:51:02 2013 [MainWindowHandler.cpp:91] Loading Preferences to MainWindow
Tue Aug 27 17:51:02 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1440x900
Tue Aug 27 17:51:02 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1360x768
Tue Aug 27 17:51:02 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1280x800
Tue Aug 27 17:51:02 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1280x768
Tue Aug 27 17:51:02 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1280x720
Tue Aug 27 17:51:02 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1152x864
Tue Aug 27 17:51:02 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1024x768
Tue Aug 27 17:51:02 2013 [MainWindowHandler.cpp:108] Video Mode Found: 800x600
Tue Aug 27 17:51:02 2013 [Main.cpp:140] Entering FLTK main loop
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:99] SDLGLDevice created
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:102] --- OpenGL Renderer Info ---
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:105] Vendor: NVIDIA Corporation
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:108] Name: GeForce 9600M GT/PCI/SSE2
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:111] Version: 2.1.2
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:114] Shading Language Version: 1.20 NVIDIA via Cg compiler
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:116] --- Extensions ---
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ARB_color_buffer_float
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ARB_depth_texture
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ARB_draw_buffers
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ARB_fragment_program
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ARB_fragment_program_shadow
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ARB_fragment_shader
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ARB_half_float_pixel
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ARB_imaging
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ARB_multisample
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ARB_multitexture
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ARB_occlusion_query
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ARB_pixel_buffer_object
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ARB_point_parameters
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ARB_point_sprite
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ARB_shadow
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ARB_shader_objects
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ARB_shading_language_100
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_border_clamp
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_compression
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_cube_map
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_env_add
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_env_combine
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_env_dot3
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_float
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_mirrored_repeat
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_non_power_of_two
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_rectangle
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ARB_transpose_matrix
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ARB_vertex_buffer_object
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ARB_vertex_program
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ARB_vertex_shader
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ARB_window_pos
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ATI_draw_buffers
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ATI_texture_float
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_ATI_texture_mirror_once
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_S3_s3tc
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_env_add
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_abgr
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_bgra
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_blend_color
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_blend_equation_separate
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_blend_func_separate
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_blend_minmax
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_blend_subtract
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_compiled_vertex_array
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_Cg_shader
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_bindable_uniform
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_depth_bounds_test
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_draw_buffers2
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_draw_instanced
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_draw_range_elements
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_fog_coord
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_framebuffer_blit
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_framebuffer_multisample
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_framebuffer_object
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXTX_framebuffer_mixed_formats
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_framebuffer_sRGB
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_geometry_shader4
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_gpu_program_parameters
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_gpu_shader4
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_multi_draw_arrays
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_packed_depth_stencil
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_packed_float
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_packed_pixels
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_pixel_buffer_object
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_point_parameters
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_rescale_normal
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_secondary_color
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_separate_specular_color
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_shadow_funcs
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_stencil_two_side
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_stencil_wrap
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_texture3D
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_array
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_buffer_object
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_compression_latc
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_compression_rgtc
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_compression_s3tc
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_cube_map
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_edge_clamp
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_env_combine
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_env_dot3
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_filter_anisotropic
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_integer
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_lod
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_lod_bias
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_mirror_clamp
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_object
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_sRGB
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_shared_exponent
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_timer_query
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_EXT_vertex_array
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_IBM_rasterpos_clip
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_IBM_texture_mirrored_repeat
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_KTX_buffer_region
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_blend_square
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_copy_depth_to_color
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_depth_buffer_float
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_conditional_render
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_depth_clamp
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_fence
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_float_buffer
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_fog_distance
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_fragment_program
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_fragment_program_option
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_fragment_program2
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_framebuffer_multisample_coverage
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_geometry_shader4
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_gpu_program4
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_half_float
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_light_max_exponent
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_multisample_coverage
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_multisample_filter_hint
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_occlusion_query
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_packed_depth_stencil
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_parameter_buffer_object
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_pixel_data_range
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_point_sprite
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_primitive_restart
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_register_combiners
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_register_combiners2
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_texgen_reflection
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_texture_compression_vtc
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_texture_env_combine4
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_texture_expand_normal
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_texture_rectangle
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_texture_shader
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_texture_shader2
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_texture_shader3
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_transform_feedback
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_vertex_array_range
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_vertex_array_range2
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_vertex_program
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_vertex_program1_1
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_vertex_program2
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_vertex_program2_option
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NV_vertex_program3
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_NVX_conditional_render
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_SGIS_generate_mipmap
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_SGIS_texture_lod
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_SGIX_depth_texture
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_SGIX_shadow
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_SUN_slice_accum
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] GL_WIN_swap_hint
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:130] WGL_EXT_swap_control
Tue Aug 27 17:51:22 2013 [SDLGLDevice.cpp:136] ------------------
Tue Aug 27 17:51:22 2013 [GLRenderer.cpp:72] GLRenderer initializing
Tue Aug 27 17:51:22 2013 [GLFramebufferManager.cpp:59] Initializing framebuffer manager
Tue Aug 27 17:51:22 2013 [GLFramebufferManager.cpp:135] Creating Non-MSAA Buffer
Tue Aug 27 17:51:22 2013 [GLFramebufferManager.cpp:159] Depth Buffer Allocated
Tue Aug 27 17:51:22 2013 [GLFramebufferManager.cpp:190] Color Buffer Allocated
Tue Aug 27 17:51:22 2013 [GLFramebufferManager.cpp:213] Framebuffer Created
Tue Aug 27 17:51:22 2013 [GLProgramManager.cpp:72] Loading GLSL program 'Shaders/BasicImage.program'
Tue Aug 27 17:51:22 2013 [GLProgramManager.cpp:116] Loading GLSL shader 'Shaders/BasicImage.fs'
Tue Aug 27 17:51:22 2013 [GLProgramManager.cpp:134] Successfully compiled GLSL program 'Shaders/BasicImage.fs' in 156.874ms
Tue Aug 27 17:51:22 2013 [GLProgramManager.cpp:116] Loading GLSL shader 'Shaders/BasicImage.vs'
Tue Aug 27 17:51:22 2013 [GLProgramManager.cpp:134] Successfully compiled GLSL program 'Shaders/BasicImage.vs' in 1.305ms
Tue Aug 27 17:51:22 2013 [GLProgramManager.cpp:108] Successfully linked GLSL program 'Shaders/BasicImage.program' in 118.699ms
Tue Aug 27 17:51:22 2013 [GLProgramManager.cpp:72] Loading GLSL program 'Shaders/Sprite.program'
Tue Aug 27 17:51:22 2013 [GLProgramManager.cpp:116] Loading GLSL shader 'Shaders/Sprite.fs'
Tue Aug 27 17:51:22 2013 [GLProgramManager.cpp:134] Successfully compiled GLSL program 'Shaders/Sprite.fs' in 18.328ms
Tue Aug 27 17:51:22 2013 [GLProgramManager.cpp:116] Loading GLSL shader 'Shaders/Sprite.vs'
Tue Aug 27 17:51:22 2013 [GLProgramManager.cpp:134] Successfully compiled GLSL program 'Shaders/Sprite.vs' in 22.158ms
Tue Aug 27 17:51:22 2013 [GLProgramManager.cpp:108] Successfully linked GLSL program 'Shaders/Sprite.program' in 12.141ms
Tue Aug 27 17:51:22 2013 [GLRenderer.cpp:93] GLRenderer initialized
Tue Aug 27 17:51:22 2013 [ALFuncs.cpp:222] Linking with OpenGL library.
Tue Aug 27 17:51:22 2013 [ALFuncs.cpp:158] 'OpenAL32.dll' loaded
Tue Aug 27 17:51:22 2013 [GLRenderer.cpp:101] GLRender finalizing
Tue Aug 27 17:51:22 2013 [GLRenderer.cpp:126] GLRenderer finalized
Tue Aug 27 17:51:23 2013 [MainWindowHandler.cpp:70] Unhandled exception in SDLRunner:
[../Sources/Audio/ALDevice.cpp:348] Failed to open OpenAL device.
Collected backtrace:
spades::audio::ALDevice::Internal::Internal() at ALDevice.cpp:344
spades::audio::ALDevice::ALDevice() at ALDevice.cpp:632
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 17:51:37 2013 [Main.cpp:143] Leaving FLTK main loop
FangedBeast
League Participant
League Participant
Posts: 8
Joined: Fri Apr 12, 2013 6:41 pm


suggestion:
-add v-sync (if possible), i see slight screen tearing
-change the hit screen-indication - i've been shot down to like 30hp but i don't even notice as it's so subtle (causing me to rush forward and die)
-make the flashlight softer at the edges (of the circle)
Code: Select all
https://www.google.co.uk/search?q=half+life+flashlight&safe=off&source=lnms&tbm=isch&sa=X&ei=hskdUrfgJIm-0QWWwIGQBA&ved=0CAcQ_AUoAQ&biw=1440&bih=799
example ^
Last edited by FangedBeast on Wed Aug 28, 2013 9:58 am, edited 2 times in total.
GreaseMonkey
Coder
Coder
Posts: 733
Joined: Tue Oct 30, 2012 11:07 pm


CaptainKiwi wrote:
Tue Aug 27 17:51:23 2013 [MainWindowHandler.cpp:70] Unhandled exception in SDLRunner:
[../Sources/Audio/ALDevice.cpp:348] Failed to open OpenAL device.
Collected backtrace:
spades::audio::ALDevice::Internal::Internal() at ALDevice.cpp:344
spades::audio::ALDevice::ALDevice() at ALDevice.cpp:632
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 17:51:37 2013 [Main.cpp:143] Leaving FLTK main loop
Turn EAX off or something like that.
liljoe1997
Deuced Up
Posts: 63
Joined: Thu Dec 13, 2012 6:44 am


My Experience with OpenSpades so far...
Okay like I said in a previous post it is Amazing but there are a few problems...

Problems that Piss me off:
1. The Hit Detection seems to be pretty bad when I try to kill someone with a Rifle.

No it's not my connection, I get the same ping like usual as if I'm playing the normal Ace of Spades.

Nor My PC, since I can run this game Maxed out in 60FPS

Here's what I've Experienced...

Okay I find a player Standing in front of a Block Wall. I start shooting the opposing player and instead of seeing blood... I see Block particles and the block itself that the opposing player is lined up with breaking down behind the opposing player that I am shooting at...

As of now I prefer to use the SMG in OpenSpades even though I'm mainly a Rifle user in Ace of Spades...

And to let you know...I don't have very bad aim! I played Ace of Spades back then where shotguns did not exist yet.

2. My game crashes after a certain amount of deaths

I remember Dying 15 times then my game freezes up for an odd reason...
(happened to me many times already Blue_NotHappy Green_Nothappy )

3. Sometimes I get a Random Disconnection from any server I play.

Like I said... it is not my connection, I get the same ping like in the normal AoS and on the normal AoS for countless hours instead of minutes like OpenSpades. Blue_Septic Green_Septic

4. Sometimes whenever I get disconnected from the server, when I relaunch the game again, I end up going into a server that I played before the server that I got disconnected from.

Example: I played on Aloha.pk at first, then I decided to move into Call of Liberty.
I played on Call of Liberty for a certain amount of time then I get disconnected for no reason... After that I click connect again, I connected to Aloha.pk instead of Call of Liberty.

I can only list 4 Things that Piss me off in OpenSpades but I still like it though, don't get me wrong. Blue_BigSmile Green_BigSmile

I wonder if someone out there can make the same thing like OpenSpades but this time run on Separate Servers from 0.75
so that The Normal AoS Users won't have a better advantage in terms of Hit Detection... since I tested the same servers on both OpenSpades and Ace of Spades, yet I seem to get Kills a lot easier in Ace of Spades Compared with OpenSpades.

My PC Specs (it is an Ultrabook Laptop):

Acer Aspire M5-481TG
Processor: Intel(R) Core(TM) i5-3317U CPU @ 1.70GHz up to 2.8+GHz

Memory (RAM): 6.00GB

Graphics: Intel(R) HD Graphics 4000

Gaming graphics/GPU: NVIDIA GEFORCE GT640M LE 1GB

Total size of hard disk(s): 450GB

System type: 64-bit operating system

Number of processor cores: 2
Yoman282
Winter Celebration 2013
Winter Celebration 2013
Posts: 64
Joined: Thu Jul 11, 2013 11:30 pm


I have the same problem with hit detection and random freezing like you joe, it's annoying and I was also playing normal Ace of Spades with rifle but now I switched on modded SMG because of the hit detection.
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