A Community Game

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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EssigGurkenFred
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Posts: 111
Joined: Tue Nov 06, 2012 3:15 pm


HoboHob wrote:
hindos wrote:
Mojang and Jagex are too very different companies...
Yeah Mojangs cool, Jagex isn't
Aww sorry guys but that comment just made my day. :D
A. Soldier
3 Years of Ace of Spades
3 Years of Ace of Spades
Posts: 81
Joined: Wed Nov 07, 2012 5:34 pm


I support the idea of this becoming the "classic" AoS site and making a new AoS version or keeping the .75 on another main server, Jadex will close it at the end of November so we have to act fast, also they will have their own version, maybe it will be better or shittier but we will still have our own classical one and all will be happy, we just need personal to make this operation.
Froelich131
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Posts: 21
Joined: Wed Oct 31, 2012 2:56 am


I want to eventually program parts of the game; perhaps make my own Java programs or make a java-rewrite of the game. Sadly Java is all I know, for now.
HoboHob
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Posts: 979
Joined: Mon Nov 05, 2012 5:02 pm


Froelich131 wrote:
I want to eventually program parts of the game; perhaps make my own Java programs or make a java-rewrite of the game. Sadly Java is all I know, for now.
Personally I want to write a Java/LWJGL version of the game so Linux/Mac users can play as well.
Heracles4
Veterans
Veterans
Posts: 155
Joined: Sat Nov 03, 2012 4:42 am


There was one of those things on the old forums I think..
GreaseMonkey
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Coder
Posts: 733
Joined: Tue Oct 30, 2012 11:07 pm


Note, the thing at https://github.com/iamgreaser/buldthensnip is now known as Iceball.

Also I'm developing said thing on Linux, and it's open source (GPLv3 C side, LGPLv3 Lua side).

And it looks like this!
Image
(click for a less crap looking image)

Sadly it's a bit slow at the moment, as the #1 priority is getting it working with a reasonable amount of stability.

But you can help! I'm a lousy graphics guy, so, uh, I need your assets! These will probably end up under a Creative Commons By-Attribution Share-Alike licence. Point Model Format (PMF), the format I pulled out of my ass for this, is the preferred format, however, as there isn't even a proper loader let alone an editor, I've been doing a few not very good looking models as Lua tables which are loaded by the API.

PMF is a bit more flexible than KV6. It allows you to specify point sizes, and also consists of several bones (max 4096 points per bone, max 256 bones, but please try to keep the point count below 1000 if possible as then that's where the game engine can start to slow down horribly). However, seeing as there aren't any editors for PMF yet, you can do one of 4 things, from most to least preferred:
  • PMF editor (can be done in-game), and make your models with that.
  • PMF as a bunch of Lua tables.
  • KV6 to PMF converter (haven't done this yet so feel free to contribute one)
  • KV6 models, and wait for someone to get off their lazy ass and write a converter.
topo and UnrealIncident are also contributing to the code. If this is your forté, then prod me on IRC or something and I can give you contrib access.
HoboHob
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Joined: Mon Nov 05, 2012 5:02 pm


Gimme a stable build :D

I will work on a kv6/PMF converter for ya. It will turn out like crap so stay tuned!

Can I get a file format specification for PMF?
GreaseMonkey
Coder
Coder
Posts: 733
Joined: Tue Oct 30, 2012 11:07 pm


HoboHob, a so called "stable" build does not exist.

Also, you may have noticed a directory called "docs/". In there there is a file called "fornat_pmf.txt". I just hex edited a test file and I'm about to implement a PMF loader, so linger around if you don't find one in pkg/base/pmf/.
Twily
Deuced Up
Posts: 54
Joined: Fri Nov 09, 2012 4:57 am


GreaseMonkey wrote:
Note, the thing at https://github.com/iamgreaser/buldthensnip is now known as Iceball.

Also I'm developing said thing on Linux, and it's open source (GPLv3 C side, LGPLv3 Lua side).

And it looks like this!
Image
(click for a less crap looking image)

Sadly it's a bit slow at the moment, as the #1 priority is getting it working with a reasonable amount of stability.

But you can help! I'm a lousy graphics guy, so, uh, I need your assets! These will probably end up under a Creative Commons By-Attribution Share-Alike licence. Point Model Format (PMF), the format I pulled out of my ass for this, is the preferred format, however, as there isn't even a proper loader let alone an editor, I've been doing a few not very good looking models as Lua tables which are loaded by the API.

PMF is a bit more flexible than KV6. It allows you to specify point sizes, and also consists of several bones (max 4096 points per bone, max 256 bones, but please try to keep the point count below 1000 if possible as then that's where the game engine can start to slow down horribly). However, seeing as there aren't any editors for PMF yet, you can do one of 4 things, from most to least preferred:
  • PMF editor (can be done in-game), and make your models with that.
  • PMF as a bunch of Lua tables.
  • KV6 to PMF converter (haven't done this yet so feel free to contribute one)
  • KV6 models, and wait for someone to get off their lazy ass and write a converter.
topo and UnrealIncident are also contributing to the code. If this is your forté, then prod me on IRC or something and I can give you contrib access.
>lua code.
I'm not going to play. Seriously. Because of LUA.
Got so much horrible experiences with it.
HoboHob
Winter Celebration 2013
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Joined: Mon Nov 05, 2012 5:02 pm


GreaseMonkey wrote:
HoboHob, a so called "stable" build does not exist.

Also, you may have noticed a directory called "docs/". In there there is a file called "fornat_pmf.txt". I just hex edited a test file and I'm about to implement a PMF loader, so linger around if you don't find one in pkg/base/pmf/.
Gosh I feel stupid now. I am not familiar with Github (though I guess it wouldn't take a wizard to open up the docs folder thing -_-).
Twily wrote:
GreaseMonkey wrote:
-snip-
>lua code.
I'm not going to play. Seriously. Because of LUA.
Got so much horrible experiences with it.
You aren't personally going to be using Lua so why not? It's better than Python which is what PySpades uses.
CommunistBlock
Deuce
Posts: 17
Joined: Fri Nov 02, 2012 3:37 am


What are you guys planning on implementing that's different from the current AoS? Also you should start a thread with all the info about both games and ask for ideas.
GreaseMonkey
Coder
Coder
Posts: 733
Joined: Tue Oct 30, 2012 11:07 pm


  • Lua is not a fucking acronym.
  • Twily, what horrible experiences have you had?
  • If you have to screw around with Lua I'll ensure it's documented clearly in the "how to play this game" docs which will be written eventually. You won't be doing anything stressful with it.
  • I am actually a fan of both Python and Lua, it's just that Pyspades' scripting API is a pain in the ass.
Anyhow, new thread get.
KevinLancaster
Deuce
Posts: 2
Joined: Sun Nov 11, 2012 8:26 pm


What will Build and Shoot use in the end? Iceball Project (http://www.buildandshoot.com/viewtopic.php?f=5&t=60) or Project Cube Root (http://www.buildandshoot.com/viewtopic.php?f=5&t=74) ?
PzGaming
Deuce
Posts: 11
Joined: Mon Nov 12, 2012 9:32 am


This all is great!If you guys work harder,I am sure that the Build and Shoot project will succeed.I know NOTHING about coding,so do not ask me for help.I wish you guys all the best in developing the game.
GreaseMonkey
Coder
Coder
Posts: 733
Joined: Tue Oct 30, 2012 11:07 pm


KevinLancaster wrote:
What will Build and Shoot use in the end? Iceball Project (http://www.buildandshoot.com/viewtopic.php?f=5&t=60) or Project Cube Root (http://www.buildandshoot.com/viewtopic.php?f=5&t=74) ?
That's a tricky question. I guess it depends on which project stagnates first. While both are being actively developed, I believe both will be used.
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