jdrew wrote:well then there you goWhat does the model have to do with this?
OpenSpades introduction
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Daniel_Laixer
Deuced Up - Posts: 37
- Joined: Sun Aug 25, 2013 1:14 pm
Running OpenSpades on Ubuntu 12.04
Ignore jdrew, his stupidity is off the charts.
Yvt just fixed the hit detection half an hour ago, if you can compile, you should try it.
Yvt just fixed the hit detection half an hour ago, if you can compile, you should try it.
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Articsledder
Deuced Up - Posts: 209
- Joined: Mon Nov 12, 2012 5:13 pm
jdrew wrote:Did you mess with the model?do you think before you post? Model =/= reticle or any kind of code related to the bullet spread or hit detection.
BE OPTIMISTIC
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Daniel_Laixer
Deuced Up - Posts: 37
- Joined: Sun Aug 25, 2013 1:14 pm
Dany0 wrote:Ignore jdrew, his stupidity is off the charts.Thanks there.
Yvt just fixed the hit detection half an hour ago, if you can compile, you should try it.
BTW, I was kind of puzzled with jdrew's comment. Now you guys came along things turned clear
Running OpenSpades on Ubuntu 12.04
NoOne wrote:I get thisI keep getting similar errors and I cannot find anything about it.
Game was terminated due to an unexpected error:
[../Sources/Gui/SDLGLDevice.cpp:88] GL Function glGenFrameBuffers missing
See SystemMessages.log for more details.
What should i do?
I'm getting this error, which I don't think anybody has posted about on this thread:
Spoiler:
These questions and answers happened on August 28, 2013, in #openspades@QuakeNet:
11:13 < Sonarpulse> yvt: how long have you worked on OpenSpades?
11:14 <@yvt> < 1 month
11:17 <@aem> yvt how many hours do you dedicate to this daily?
11:19 <@yvt> not sure, maybe 2-8 hours (I'm very free during vacation)
11:14 < Dany0> yvt how did you even come across AoS? It doesn't have a sizable japanese community
11:16 <@yvt> I remember I found AoS 0.75 on YouTube's something like "Recommended VIdeos'
11:16 < Sonarpulse> did you use http://aoswiki.rakiru.com/index.php/Ace ... s_Protocol ?
11:17 <@yvt> That page seemed useful, but pysnip's source code was the best
11:25 <@yvt> since OS uses portions of pysnip, its credit is shown in "About" tab
11:23 < Dany0> yvt what do you think about project iceball, did you know about it before you started on OS?
11:30 <@yvt> Dany0 i didn't know it when I started on OS
11:33 <@yvt> but existence of IB had an influence on OS
15:42 < Unreal07> could you implement .png scopes? ive got some stuff from my personal armory that im dying to bring over
15:47 <@yvt> modding (including the use of .png scope) would be easily possible when 'flexible model architecture' (https://github.com/yvt/openspades/issues/18) is completed
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Daniel_Laixer
Deuced Up - Posts: 37
- Joined: Sun Aug 25, 2013 1:14 pm
I've been using OpenSpades 0.0.8 for a couple of hours (I had 0.0.5 previously installed)
The game crashes because there is a missing "Ball.png" file in the Gfx folder. I simply put another .png file with that name and the game stopped crashing.
Block placement seems much smoother now for some reason (that's good).
There is some kind of reload / bullet counter bug. Sometimes I can reload twice without firing a single shot and sometimes the bullet counter freezes. I will upload a video later (I'm working on it right now). UPDATE: the bullet counter wasn't freezing, it just the server was giving me a refill every time I killed someone, but the number of bullets is sometimes incorrect. Here is the video:
The game crashes because there is a missing "Ball.png" file in the Gfx folder. I simply put another .png file with that name and the game stopped crashing.
Block placement seems much smoother now for some reason (that's good).
There is some kind of reload / bullet counter bug. Sometimes I can reload twice without firing a single shot and sometimes the bullet counter freezes. I will upload a video later (I'm working on it right now). UPDATE: the bullet counter wasn't freezing, it just the server was giving me a refill every time I killed someone, but the number of bullets is sometimes incorrect. Here is the video:
I'm not complainig but trying to provide feedback. Yvt, you're doing an awesome work with OpenSpades!
Last edited by Daniel_Laixer on Fri Aug 30, 2013 11:23 pm, edited 1 time in total.
Running OpenSpades on Ubuntu 12.04
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GreaseMonkey
Coder
- Posts: 733
- Joined: Tue Oct 30, 2012 11:07 pm
Articsledder wrote:do you think before you post? Model =/= reticle or any kind of code related to the bullet spread or hit detection.From what I gather, in classic AoS hit detection against the body is done as a raycast through the models, but that's it really, and I believe OpenSpades uses hitboxes instead of that.
Anyhow, going to try out 0.0.8.
izzy wrote:11:23 < Dany0> yvt what do you think about project iceball, did you know about it before you started on OS?\:D/
11:30 <@yvt> Dany0 i didn't know it when I started on OS
11:33 <@yvt> but existence of IB had an influence on OS
Where did you guys find 0.0.8? It's not on the site and I can't find it anywhere.
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GreaseMonkey
Coder
- Posts: 733
- Joined: Tue Oct 30, 2012 11:07 pm
It's not quite released - you'll have to build it from source, and shove in a dummy Resources/Gfx/Ball.png file.
Do NOT ask us how to do that. Use Google.
Do NOT ask us how to do that. Use Google.
Thanks for the help and I'm not a dumbass I know how to do that by myself.
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learn_more
Coder
- Posts: 891
- Joined: Sun Mar 24, 2013 9:59 pm
if anyone feels like trying to build it, CMake should work in my branch (https://github.com/learn-more/openspades) on windows (tested with msvc2k10) and linux (tested with g++ 4.6.3)
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