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 18 of 45 First unread post
gpatt9
Deuce
Posts: 6
Joined: Sun Aug 25, 2013 3:55 am


this is cool
Obnubilator
Deuced Up
Posts: 69
Joined: Sat Feb 16, 2013 1:48 am


I get this error.
Spoiler:
Game was terminated due to an unexpected error:

[../Sources/Gui/SDLGLDevice.cpp:88] GL function glGenFramebuffers missing

See SystemMessages.log for more details.
Anyone know how to fix?
GreaseMonkey
Coder
Coder
Posts: 733
Joined: Tue Oct 30, 2012 11:07 pm


Obnubilator wrote:
I get this error.
Spoiler:
Game was terminated due to an unexpected error:

[../Sources/Gui/SDLGLDevice.cpp:88] GL function glGenFramebuffers missing

See SystemMessages.log for more details.
Anyone know how to fix?
Yes. Get a better GPU.

Can you please paste your GPU information into this channel? It should be in the log.
JeromeFTW
Build and Shoot's 1st Birthday
Build and Shoot's 1st Birthday
Posts: 294
Joined: Thu Jun 13, 2013 1:50 am


I apologize If this problem got answered,
I Keep getting this I nearly tried every but It just won't work.

A problem caused the program to stop working

Keeps making me crash and doesn't allow me to play the game. I went around my downloads I goofed around there too. I just suck when I comes to this stuuf. Blue_Crying
Obnubilator
Deuced Up
Posts: 69
Joined: Sat Feb 16, 2013 1:48 am


GreaseMonkey wrote:

Yes. Get a better GPU.

Can you please paste your GPU information into this channel? It should be in the log.
Spoiler:
Sat Aug 31 17:43:08 2013 [DirectoryFileSystem.cpp:28] Directory File System Initialized: C:\Documents and Settings\Nasbury\Desktop\OpenSpades-0.0.7-Windows\Resources (Read-only)
Sat Aug 31 17:43:08 2013 [DirectoryFileSystem.cpp:28] Directory File System Initialized: C:\Documents and Settings\Nasbury\Application Data\OpenSpades\Resources (Read/Write)
Sat Aug 31 17:43:08 2013 [Main.cpp:97] Log Started.
Sat Aug 31 17:43:08 2013 [Main.cpp:127] Pak Registered: Base.pak

Sat Aug 31 17:43:08 2013 [Main.cpp:127] Pak Registered: Models.pak

Sat Aug 31 17:43:08 2013 [Main.cpp:127] Pak Registered: Sounds.pak

Sat Aug 31 17:43:09 2013 [MainWindowHandler.cpp:91] Loading Preferences to MainWindow
Sat Aug 31 17:43:09 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1920x1200
Sat Aug 31 17:43:09 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1680x1050
Sat Aug 31 17:43:09 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1600x1200
Sat Aug 31 17:43:09 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1280x1024
Sat Aug 31 17:43:09 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1280x800
Sat Aug 31 17:43:09 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1280x768
Sat Aug 31 17:43:09 2013 [MainWindowHandler.cpp:108] Video Mode Found: 1024x768
Sat Aug 31 17:43:09 2013 [MainWindowHandler.cpp:108] Video Mode Found: 800x600
Sat Aug 31 17:43:09 2013 [Main.cpp:140] Entering FLTK main loop
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:99] SDLGLDevice created
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:102] --- OpenGL Renderer Info ---
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:105] Vendor: ATI Technologies Inc.
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:108] Name: MOBILITY RADEON X600 x86/SSE2
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:111] Version: 2.0.5077 WinXP Release
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:114] Shading Language Version: 1.10
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:116] --- Extensions ---
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ARB_multitexture
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_env_add
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_EXT_compiled_vertex_array
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_S3_s3tc
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ARB_depth_texture
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ARB_fragment_program
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ARB_fragment_program_shadow
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ARB_fragment_shader
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ARB_multisample
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ARB_occlusion_query
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ARB_point_parameters
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ARB_point_sprite
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ARB_shader_objects
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ARB_shading_language_100
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ARB_shadow
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ARB_shadow_ambient
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_border_clamp
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_compression
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_cube_map
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_env_add
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_env_combine
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_env_crossbar
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_env_dot3
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ARB_texture_mirrored_repeat
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ARB_transpose_matrix
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ARB_vertex_blend
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ARB_vertex_buffer_object
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ARB_vertex_program
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ARB_vertex_shader
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ARB_window_pos
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ATI_draw_buffers
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ATI_element_array
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ATI_envmap_bumpmap
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ATI_fragment_shader
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ATI_map_object_buffer
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ATI_separate_stencil
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ATI_texture_env_combine3
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ATI_texture_float
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ATI_texture_mirror_once
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ATI_vertex_array_object
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ATI_vertex_attrib_array_object
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ATI_vertex_streams
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ATIX_texture_env_combine3
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ATIX_texture_env_route
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_ATIX_vertex_shader_output_point_size
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_EXT_abgr
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_EXT_bgra
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_EXT_blend_color
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_EXT_blend_func_separate
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_EXT_blend_minmax
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_EXT_blend_subtract
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_EXT_clip_volume_hint
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_EXT_draw_range_elements
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_EXT_fog_coord
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_EXT_multi_draw_arrays
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_EXT_packed_pixels
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_EXT_point_parameters
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_EXT_rescale_normal
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_EXT_secondary_color
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_EXT_separate_specular_color
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_EXT_shadow_funcs
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_EXT_stencil_wrap
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_EXT_texgen_reflection
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_EXT_texture3D
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_compression_s3tc
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_cube_map
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_edge_clamp
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_env_combine
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_env_dot3
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_filter_anisotropic
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_lod_bias
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_mirror_clamp
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_object
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_EXT_texture_rectangle
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_EXT_vertex_array
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_EXT_vertex_shader
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_HP_occlusion_test
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_NV_blend_square
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_NV_occlusion_query
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_NV_texgen_reflection
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_SGI_color_matrix
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_SGIS_generate_mipmap
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_SGIS_multitexture
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_SGIS_texture_border_clamp
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_SGIS_texture_edge_clamp
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_SGIS_texture_lod
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_SUN_multi_draw_arrays
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] GL_WIN_swap_hint
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] WGL_EXT_extensions_string
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:130] WGL_EXT_swap_control
Sat Aug 31 17:43:11 2013 [SDLGLDevice.cpp:136] ------------------
Sat Aug 31 17:43:11 2013 [GLRenderer.cpp:72] GLRenderer initializing
Sat Aug 31 17:43:11 2013 [GLFramebufferManager.cpp:59] Initializing framebuffer manager
Sat Aug 31 17:43:11 2013 [GLFramebufferManager.cpp:135] Creating Non-MSAA Buffer
Sat Aug 31 17:43:11 2013 [MainWindowHandler.cpp:70] Unhandled exception in SDLRunner:
[../Sources/Gui/SDLGLDevice.cpp:88] GL function glGenFramebuffers missing
Collected backtrace:
spades::draw::GLFramebufferManager::GLFramebufferManager(spades::draw::IGLDevice*) at GLFramebufferManager.cpp:57
spades::draw::GLRenderer::GLRenderer(spades::draw::IGLDevice*) at GLRenderer.cpp:70
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

Sat Aug 31 17:43:13 2013 [Main.cpp:143] Leaving FLTK main loop
GreaseMonkey
Coder
Coder
Posts: 733
Joined: Tue Oct 30, 2012 11:07 pm


Judging by the GLSL version supported, you need to get a better GPU.
Dany0
3 Years of Ace of Spades
3 Years of Ace of Spades
Posts: 123
Joined: Sun Jan 13, 2013 9:38 pm


His OpenGL version fits, maybe he should try turning off all the effects first?

EDIT:

He could also try updating his gpu drivers if that fails.
Sponge
Deuced Up
Posts: 176
Joined: Mon Nov 05, 2012 5:52 pm


I left Ace of Spades and came back to this... very pleased :).
It took some getting used to but it's starting to come to me. Like the others said the aiming is a bit off which bothers me but there isn't much I can do about it. Also, when you aim and switch to blocks you can't place them until you go back to the gun and right click again which bothers me when because I like to quickly use blocks to get out of sticky situations and just pressing the button would be faster than pressing right click and then pressing the button. I know it's not that important, but that time could save my life. Also I keep forgetting and wondering why I can't place blocks and then I get killed.
Dany0
3 Years of Ace of Spades
3 Years of Ace of Spades
Posts: 123
Joined: Sun Jan 13, 2013 9:38 pm


Sponge wrote:
but there isn't much I can do about it
Yes there's very much you can do about it:

Compile the latest git repo.
GreaseMonkey
Coder
Coder
Posts: 733
Joined: Tue Oct 30, 2012 11:07 pm


Dany0 wrote:
His OpenGL version fits, maybe he should try turning off all the effects first?

EDIT:

He could also try updating his gpu drivers if that fails.
FBOs are not a part of the core OpenGL 2.0 specification. Rather, they are available as either an extension, or as part of the OpenGL 3.0 specification.
Dany0
3 Years of Ace of Spades
3 Years of Ace of Spades
Posts: 123
Joined: Sun Jan 13, 2013 9:38 pm


OK I've got confirmation geforce 6150SE works with OpenSpades in 0.0.7. You have to set r_srgb to 0 and install the latest drivers, then it works.
TheSifodias
Modder
Modder
Posts: 108
Joined: Fri Nov 23, 2012 9:29 pm


Forgive my coding retardness, but how does this work on Mac?
CptAwesome
Deuce
Posts: 10
Joined: Mon Jul 22, 2013 9:55 am


Image
gpatt9
Deuce
Posts: 6
Joined: Sun Aug 25, 2013 3:55 am


Update your graphics card, see wat that does :)
CraftDinur
Deuced Up
Posts: 152
Joined: Thu Nov 08, 2012 8:20 pm


TheSifodias wrote:
Forgive my coding retardness, but how does this work on Mac?
https://sites.google.com/a/yvt.jp/opens ... OS-X-Users
you have to build the game from source; or you could wait until someone makes a dmg or something. yvt is native to mac iirc so that's why he says it says it has Mac support even though it's a little complex for the average lad.
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