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 33 of 45 First unread post
learn_more
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harlsberg wrote:
jdrew wrote:
Can your computer support the game?
It should, I can run source engine games an Fallout NV and such. I dont have a card that the game doesnt support either
what does fallout / source have to do with openspades?
Semper
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learn_more wrote:
harlsberg wrote:
jdrew wrote:
Can your computer support the game?
It should, I can run source engine games an Fallout NV and such. I dont have a card that the game doesnt support either
what does fallout / source have to do with openspades?
He's saying that he can run fallout so he should be able to run open spades.
learn_more
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Semper wrote:
He's saying that he can run fallout so he should be able to run open spades.
my question still stands.


following this logic:
i can drive a car, so i can also drive a tank.
JoJoe_Stinky
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Just a thought.

But rather than trying to re-invent the wheel, why not use PolyVox or something pre-made?

One of the ways to spot a noob game developer is that they insist in re-making every aspect of their game from scratch.
I have even seen guys make their own text editor, and bitmap editors. The one thing I never see these people do is actually develop a game.

We were able to make a voxel-like game in Unity called BlockStory in only a few months. Someone could easily re-make AOS in Unity. The performance would blow the commercial Ace of Spades out of the water. People with crappy little Android phones can even play our game. There is no reason AoS could not be like BlockStory.

If there is a competent team out there, that really wants to make AoS the way it was meant to be I would gladly donate time to give it a "shot in the arm".

I took a brief look at IceBall and all I can say is that it is going to be a game by programmers - for programmers. All others GTFO. The fact that they make it a f-cking riddle to even make the game run proves that they really do not want people to play their game. They can go out of their way to make a binary , with music to tell you a riddle on how to get the game to work, but they can not compile a binary you can just double click on, to run the game?

Well, anyway
Right now there are only 2 people working with me. If you guys want to help make a community funded game, get in contact with me. I am looking for serious people who want to make something really cool, while still turning a small profit. I really like the way they are developing King Arthurs gold.The Non-paying Community still gets to play, and supporters get to change their avatar and in-game skins.

I want to kick it up a notch with iPhone and Android support. PC,MAC, and Linux versions will be available day 1. Alpha funding will be with Desura. After we get to an enjoyable playable state we will be moving on to GreenLight on Steam. SteamOS versions will be available as soon as the Unity guys say it is stable.

The game will be moddable with a simple ingame editor, or by direct import of .BLEND Blender files. Scripting will be Lua (*uck python... seriously!).

This is just an idea we are thinking about right now. We might not be doing a shooter at first. The only thing concrete is that it will involve voxels, Multiplayer, and ingame user-made worlds.
tungdil
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JoJoe_Stinky wrote:
Just a thought.

Well, anyway
Right now there are only 2 people working with me. If you guys want to help make a community funded game, get in contact with me. I am looking for serious people who want to make something really cool, while still turning a small profit. I really like the way they are developing King Arthurs gold.The Non-paying Community still gets to play, and supporters get to change their avatar and in-game skins.

I want to kick it up a notch with iPhone and Android support. PC,MAC, and Linux versions will be available day 1. Alpha funding will be with Desura. After we get to an enjoyable playable state we will be moving on to GreenLight on Steam. SteamOS versions will be available as soon as the Unity guys say it is stable.

The game will be moddable with a simple ingame editor, or by direct import of .BLEND Blender files. Scripting will be Lua (*uck python... seriously!).


On what are you working exactly ?
We have a complete, almost bugfree OpenSpades, why should we start again with another engine ? Why doesn't help every coder yvt to add new stuff to it, make a OpenSpades master server ?
IceCream
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Because new game = cool?
JoJoe_Stinky
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Hi tungdil, :)

If it opens VLX or KVX files then I am developing for OpenSpades.

My maps and tools could be easily used for this game too. Everything I make is (cc) so it can be modified or redistributed.
IceCream
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Interesting idea Joe. Will it be like the old AoS? (So no fucking jeeps or other CoD like crap)
yvt
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https://github.com/yvt/openspades/releases/tag/v0.0.9
  • Many new visual effects (DoF, lit particles, new water renderer)
  • Some effects are updated and some are more optimized
  • Tools (spade, block, weapons, grenade) are now scriptable
  • Weapon spread visualizer (cg_debugAim)
  • Variable radiosity precision (set cg_radiosity to 1 or 2)
  • Say goodbye to the annoying sRGB mode.
  • Some bug fixes, and many changes
Important note:
Due to a bug in video driver, you might experience your video driver crashing (ex. computer becomes completely unresponsible for some seconds) after enabling the new water renderer. In this case, setting r_occlusionQuery to 0 will solve this problem at the cost of the performance. I recommend always setting r_occlusionQuery to 0 if your graphics card is fast enough.
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HoboHob
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JoJoe_Stinky wrote:
The game will be moddable with a simple ingame editor, or by direct import of .BLEND Blender files. Scripting will be Lua (*uck python... seriously!).

Seriously, Python is miles better than Lua.
Commando_Ghost
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Awesome update. But those multiple sounds o.o Modding on OS is def. a challenge. Anyways, awesome job :D
JoJoe_Stinky
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What an impressive release!

Just got done playing a few lives on a CTF server! Man this is much better than I expected.

How are you doing the animations? If you can import Collada or FBX? I can make some animations for you with real bending knees, and toes if you would like. With a simple run and walk cycle this game would look outrageously good!

Here is a system I am going to be using for a commercial game:

http://www.minddesk.com/vanilla/index.p ... on-#Item_4

If you are interested let me know. I can have Run, Walk, Jump, Hop, and WAit cycles all done for you in a single day. With a weeks worth of work, I can have him doing front flips, somersaults and ground rolls in about a weeks time.

I was planning on doing a 3 piece rig like the old Quake 3 game, and some dismemberment like the old Ghoul engine (Soldier of fortune 1).


Thank you for making this yvt!!!

I really like your ragdolls. They are outrageously good!
JoJoe_Stinky
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If you guys want to test your maps with this rather than 0.75, just start the server like normal, and paste this into OpenSpades launcher :
aos://16777343

Now you can have nice screenshots!
learn_more
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windows binaries compiled with visual studio (according to JoJoe_Stinky they perform better)
http://ge.tt/8Swzarw/v/0?c
JoJoe_Stinky
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learn_more wrote:
windows binaries compiled with visual studio (according to JoJoe_Stinky they perform better)
http://ge.tt/8Swzarw/v/0?c

I am using windows 7, and I am getting absolutely no micro-stutters with this build. I am able to max out the settings pretty much. (at 90 FOV on my widescreen monitor!)

This release needs to be added to the Build and Shoot main download page. I consider this an "AAA" title now.

BTW, sorry for mistaking this project for IceBall. I thought there was only 1 community project like this.
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