- Replicate of the great game Ace of Spades (classic voxlap)
- runs on very old systems back to OpenGL 1.1
- shares similar if not even better performance to voxlap
- free of any Jagex code, they can't shut it down
- open for future expansion
- no hidden bugs
As of right now, you can download the newest stable version from the releases page.
You can get nightly builds here.
You can either:
- use the client temporarily by extracting the downloaded zip into a new directory.
- extract all contents to your current Ace of Spades installation directory (normally found at
C:/Ace of Spades/
), effectively replacing the old voxlap version
These libraries and files are needed:
Name | License | Usage | GitHub |
---|---|---|---|
GLFW3 | ZLib | OpenGL context | Link |
OpenAL soft | LGPL-2.1 | 3D Sound env | Link |
inih | BSD-3.Clause | .INI file parser | Link |
stb_truetype | Public domain | TrueType font renderer | Link |
dr_wav | Public domain | wav support | Link |
http | Public domain | http client library | Link |
LodePNG | MIT | png support | Link |
libdeflate | MIT | decompression of maps | Link |
enet | MIT | networking library | Link |
parson | MIT | JSON parser | Link |
You will need to compile the following by yourself, or get hold of precompiled binaries:
- GLFW3
- OpenAL soft
- libdeflate
- enet
Place produced static libraries in lib/
.
Some files need to be copied to the src/
directory.
This means:
source | → | destination |
---|---|---|
dr_wav.h |
→ | src/dr_wav.c Make sure to define DR_WAV_IMPLEMENTATION in Line 9 |
lodepng.h and lodepng.cpp |
→ | src/lodepng/lodepng.h and src/lodepng/lodepng.c |
libdeflate.h |
→ | src/libdeflate.h |
ini.c and ini.h |
→ | src/ini.c and src/ini.h |
parson.c and parson.h |
→ | src/parson.c and src/parson.h |
http.h |
→ | src/http.h |
stb_truetype.h |
→ | src/stb_truetype.h |
Because state of copyright of 0.75 assets is unknown, you will need to get them here. Unzip the file and extract all contents to resources/
manually.
This project uses CMake to generate all Makefiles automatically. It's best to use MinGW for GCC on Windows. You can generate the required files by opening cmd.exe
in the build/
directory and typing:
cmake -G "MinGW Makefiles" ..
make
You might need to replace make
by mingw32-make
if cmd tells you it could not find the first.
If everything went well, the client should be in the build/bin/
subfolder.
When starting client.exe
, you will be greeted by a server list. Select a server on it to start playing!
You can also start the client the same way as you did with the voxlap version by opening cmd and putting an aos://
link in as the first argument:
client.exe -aos://16777343:32887 // Connects to a local server
Compilation now works the same on Linux. Just change the build system to Unix Makefiles
or leaving it as default will probably work too (cmake ..
).
You can build each library yourself, or install them with your distro's package manager:
sudo apt-get install libgl1-mesa libgl1-mesa-dev libopenal1 libopenal-dev libglfw-dev libenet-dev
(this does not include libdeflate or lodepng which are a requirement too, see Wiki/Building for more details)
Start the client with the following inside the build/bin/
directory:
./client -aos://16777343:32887
The same instructions for Linux work on macOS aside from some minor differences. First, use Homebrew or MacPorts to grab dependencies:
brew install glfw enet
The development headers for OpenAL and OpenGL don't have to be installed since they come with macOS by default. libdeflate and lodepng should be installed and placed manually in a way similar to Linux. See Wiki/Building for more details.
quite old |
quite old |
|
---|---|---|
grenade fun |
falling block animation |
sniping on normandie |
Donations are greatly appreciated 👍