10se1ucgo / ace Goto Github PK
View Code? Open in Web Editor NEWA ground-up CLIENT implementation of the Ace of Spades protocol
License: GNU General Public License v3.0
A ground-up CLIENT implementation of the Ace of Spades protocol
License: GNU General Public License v3.0
I don't know what anti-aliased algorithm does this client use to build an entire line of blocks. It would be useful to know :D .
Hello, i've tested the latest release (Alpha 2)... i want to start by congratulate you by your very good work in making more exact sound ambience, and by doing the voxels shading more beatiful in the vertices (Ambient Oclussion). But, i want to make some observations, to perform a gameplay like AoS:
-The "E" key, doesn't copy the voxel colors.
-Missing: 3 Block hitting action with Right-click.
-I think Block draw (when placing a cube) are in a range of 6 or 7 voxels, if not... well, it can look red if the block placing is out of player build-range, it can look very nice :D .
-The Gui show more than 50 blocks (it's comprehensible if you want to add more blocks when the server implementation will be ready).
And Also (Very weird):
-The game showed me this Dialog, and boom, suddenly quit the match :c :
Well, that's it for this time... i will be testing more... to help you to build-up the Pre 1.0 client.
See you next time my friend :D .
PD: YEAH, YOU ARE DOING THIS WELL! come on comrade :D
I've seen that here there's no files of such relevant High Weapons:
-MG
-RPG
I rescued some files... so, here it is:
http://www.mediafire.com/file/8yapeuc9dedjfw8/High%20Weapons.zip
<img src = ""
Hello :D , i need some help. I'm gonna start by telling you why i'm saying this:
https://www.youtube.com/watch?v=VDgR-Dhqwss
Temporaly enabled view (DISABLED)<
Well, as it shows... i started to doing things like this 3 weeks ago (Yeah, i already do the load and draw kv6 support, and animations for tanks and a lot of more things). Well, this means a lot. Basically, im building very fast... a Whole new game with the community ideas plasmed in. Yeah, i'm doing it. And if it can be better... im working with a language that supports exports to a lot of Operative Systems [Beautiful but hard enough too by doing it alone :/ ].
Well, i've worked for 2 weeks (a lot AF), in the loading a simple map "bridgewars", and that is where the error have started. Because, that contains map solids and map spans that in lineal reading, give me a lot of errors, and IDK why.... But i already loaded Gen.vxl (The one that contains only 1 vxl data per 2D coordinates).
The point is that i need some reference, because the sample codes here in: "https://silverspaceship.com/aosmap/aos_file_format.html" , aren't enough. It would be a key move if you can bring me some reference in loading ".vxl" maps. You know, i know... it would be a good thing, and such a spin to the AoS Story.
PD: The more the secret is keeped, the safer it will be for the B&S Cause.
Thank you, i hope we are friends in the AoS Revitalizator cause.
Hello, i was wondering how the pos to build a block (No, i dont mean the block building, i mean the block position in x,y,z to build) from screen (yaw and pitch, or whatever how it works with the mouse ever in the center of the screen) works.
Beforehand, thank you ;D .
Hello,
I come to report that every time I enter a server the client crashes and why?
I've got all of the libs but I still can't build it, CMake's log tells me it can't find the file "pthread.h"
CMakeError.log
Hello! ... i've done A few read... and i start to deglose the Debris Algorithm:
https://github.com/10se1ucgo/ace/blob/master/src/world/world.cpp
But i've found a expression that i don't know where it's from (line 128):
if (ret.second) {
add_neighboring_nodes(nodes, node.x, node.y, node.z);
}
What is ret.second?
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