Development of Ace of Spades 1.0
Neat. Thanks for the link, this is really interesting.
bloodfox wrote:makes me want 0.75 opengl xdThat's what I thought, that kinda hybrid game looked good.
[Warp-UK] FN-FAL, MK11, G36C, VSS Vintorez, AK12, ACE 52, AKs74u
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http://i.imgur.com/1dlFJ0w.jpg[12:43] <@LeCom> no I suck dick
What is this? Some kind of new Build and Shoot? Damn, those screenshots of the game is great.
EDIT: Oh wait, I think not. The files was last modified in 2012. How sad... it looks great to be honest :(
EDIT: Oh wait, I think not. The files was last modified in 2012. How sad... it looks great to be honest :(
If the enemy is in range, so are you.
Holy cow.... you hit the jackpot! What led you to this site?
Okay so some interesting things that I saw in the images:
A lot of speculation here.
Okay so some interesting things that I saw in the images:
- It was still being written in Python. In fact it looks like mat^2's OpenGL engine was being used in its entirety to write 1.0. That's quite a bold statement, but I'll just keep looking.
- RPG to be added. It originally was modeled after the Soldier's rocket launcher from TF2, but this was later changed to the current 1.0 design.
- They were still working on trying to port bounded cubes.
- Helicopters.
- Python console built into the client.
- Either they had a really big team of coders or the client was 0.75 compatible.
- UI turned out to be HIGHLY similar to 1.0 by August. This was around the time Ben had to shut everything down, most likely so that Jagex could hire some people to start installing the website.
- The logo actually looked slightly worse back then.
- TC was actually implemented.
- Mods and custom content could be transmitted to clients through packs.
- By the time the new server UI was added, the client was 0.76 compatible as well.
- Emplacements similar to those in VXW.
- Bye Python.
A lot of speculation here.
longbyte1 wrote:Holy cow.... you hit the jackpot! What led you to this site?Originally it was .75 compatible and was a really nice little opengl client, was a big surprise to me when it had turned into 1.0
Okay so some interesting things that I saw in the images:Ladies and gentlemen, this is how executive meddling broke a perfectly good game.
- It was still being written in Python. In fact it looks like mat^2's OpenGL engine was being used in its entirety to write 1.0. That's quite a bold statement, but I'll just keep looking.
- RPG to be added. It originally was modeled after the Soldier's rocket launcher from TF2, but this was later changed to the current 1.0 design.
- They were still working on trying to port bounded cubes.
- Helicopters.
- Python console built into the client.
- Either they had a really big team of coders or the client was 0.75 compatible.
- UI turned out to be HIGHLY similar to 1.0 by August. This was around the time Ben had to shut everything down, most likely so that Jagex could hire some people to start installing the website.
- The logo actually looked slightly worse back then.
- TC was actually implemented.
- Mods and custom content could be transmitted to clients through packs.
- By the time the new server UI was added, the client was 0.76 compatible as well.
- Emplacements similar to those in VXW.
- Bye Python.
A lot of speculation here.
Stop logging me out bns
I bet Matt screwed it all up.
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Vezok wrote:Yes but Lincent is more active on the 1.0 forums, so BnS have that appeal.
longbyte1 wrote:They're all waiting on me to finish my WebGL client.
The truth is that I haven't worked on it for the past 2 months.
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noobofspades
Deuced Up - Posts: 380
- Joined: Thu Jan 01, 2015 11:57 am
not sure whats more surprising, tiki being alive or people still posting on this godforsaken site
Envy wrote:Don't bring my mom into it just Becuase you mom is a hore!rip deleted posts nevr4get
juxta get a life wtf
longbyte mat^2 is one of the makers of aos and he sucks so ya
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