• Ace of Spades V3: buld cahirs and snip
    378 replies, posted
[IMG]http://upaoncp.files.wordpress.com/2011/11/fp1.png[/IMG] Ok, so with Ace of Spades being all over the news recently, I figured it was time for a new thread. The old thread was nice and all, but the op was severely outdated and the lack of valid info was driving people away from the thread. Anyways, let's begin. Ace of Spades is/was a voxel shooter developed by Ben Aksoy on the Voxlap engine. [B]Ace of Spades 1.0[/B] In the fall of 2011 Developer Ben Aksoy sold the rights of Ace of Spades to Jagex for 4-5 million dollars. Although working with Jagex on the game for a while he ended up either retiring/being fired/godknowswhat and a new dev team took over. On 12/12/12 a new version was released on steam. [video=youtube;RK5utVkjOi4]http://www.youtube.com/watch?v=RK5utVkjOi4&feature=player_embedded[/video] This was a drastic change from the basic, slow, and tactical WW1 shooter. The game features 4 classes, and new graphics. Classes include [B]Commando[/B] Minigun Rocket Launcher Pickaxe Blocks Pistol Slew of prefabs [B]Miner[/B] Shotgun Blocks Drill Gun Super Spade Pistol Dynamite moar prefabs Blocks [B]Marksman[/B] Sniper Rifle Pistol Spade Pickaxe Blocks (surprise)pre-fabs [B][del]Rocketeer[/del] CRAZY OP FLYING ABOMINATION[/B] SMG Blocks Pistol Pickaxe Sentry thing pre-fags The graphics for this version are extremely intensive, and they somehow fucked up the coding bad enough to make ping drop your framerate So this obviously does not seem as fun or as original as a WW1 shooter with building, but fear not, there is hope! [B]Classic Ace of Spades/Build and Shoot[/B] When Jagex announced voxlap support would end, a website called Build and Shoot was formed based around the .75/.76 versions of the game [url]http://buildandshoot.com/[/url] This website comes complete with it's own Master Server, meaning that voxlap will still be hosted there. The day after release a Classic Section appeared on the official game forums, meaning Jagex wants to keep Voxlap somewhat under it's control. Fortunately the Voxlap Engine's License means they can never monetize it. [B]Iceball[/B] Greasemonkey, a long time player of the Voxlap version has begone to re-code the game on a new engine. You can discuss this version at [url]http://buildandshoot.com/viewtopic.php?f=5&t=60[/url] [quote]Basically, Iceball is a rewrite of the Ace of Spades we know and love. But it's also a moddable/scriptable engine so stuff can actually be fixed by more than a select few. For instance: Is the SMG a nooby pile of crap? (Hint, the answer is "Yes") Not a problem! You can fix it! The source code is at this URL (I'm a bit worried that if I change it from the old name it'll screw stuff up, hence why it's using the old name): [url]https://github.com/iamgreaser/buldthensnip[/url] (NOTE, this is not an official Buld Then Snip LLC project!) You will need the following libraries to compile the code: SDL 1.2 (NOT 1.3/2.0!) Lua 5.1 (NOT 5.2!) zlib (not required yet, but will be) You will also need a real C compiler (read: not MSVC). It will probably have to be GCC-based, so if you're on Windows you will probably need to use MinGW. As of 13 Nov 2012, there is a makefile you can use - assuming you've installed MinGW and stuck all the important stuff in winlibs/ as instructed in Makefile.mingw, just type "make -f Makefile.mingw CC=gcc" on the command line (as far as I know). Current features as of 27 Nov 2012 (NZDT): .vxl map rendering .pmf model rendering/loading/saving .pmf editor (finally! it's a piece of crap but it works) .tga alpha-blended image rendering (supports RLE compression! doesn't support greyscale though, but if you send me one of these files I'll implement it) model generation in Lua player objects (a whole bunch of them now) box->world collision detection + other physicsy things keyboard/mouse support map modification at runtime point+direction+maxdist raycasting for buldin adn grifin the right blocks image creation / putpixel routines from Lua map creation / loading routines from Lua ability to have more than one map in memory and switch on the fly What you can do to help: Compile the code, and have a play around. I'm not making builds for you right now. Build it yourself. Contribute code. Make a better PMF editor (see docs/format_pmf.txt for the spec and pkg/base/pmf/*.pmf for example models). Note, if you use XNA I will actually boycott it (and probably change the format just to screw your program up). Make PMF models. PMF is a bit more flexible than KV6 as you can specify the point sizes and group stuff into separate body parts / bones. It's also simpler. I will accept KV6 but it lacks this flexibility. NOTE: current limits are 4096 points per bone, 256 bones per PMF file. Make some sounds. I don't have sound support in there yet, but it will most likely load .wav files once it's in. If you're willing to help, there is something I cannot stress enough: Read The Fucking Manual. docs/editor_pmf.txt is what you need to read. What's not written is that you use the arrow keys to select the colour. Other than that, it should be pretty straightforward. EDIT: Updated the Windows prealpha build. Same place as usual in this post. Note, you WILL have to read the manual - see docs/READ_THIS_FIRST.txt and tell me if there's anything you want elaborated on. (Also, pmfedit.bat gets you straight into the PMF editor.)[/quote] (That quote is a bit out of date, please read the link above before complaining) [B]What you can do to help save Ace of Spades[/B] Join the official forums and complain. A lot. The more we show jagex how much we are disappointed in them, the slightly higher the chance they do something. Jagex appears to be in financial trouble however, so we may not have to even put up with them for that long [B]Media[/B] [IMG]http://www.rockpapershotgun.com/images/11/apr/spade/ace6.jpg[/IMG] [IMG]http://media.indiedb.com/images/games/1/17/16183/12.png[/IMG] [IMG]http://04.images.fireden.net/wp-content/uploads/2012/07/ace.jpg.jpeg[/IMG] [IMG]http://upaoncp.files.wordpress.com/2011/11/greengrit.png?w=300&h=187[/IMG] [video=youtube;ci9KzKEDLFk]http://www.youtube.com/watch?v=ci9KzKEDLFk[/video] [video=youtube;4uVpYXq7EVk]http://www.youtube.com/watch?v=4uVpYXq7EVk[/video] [IMG]http://i.imgur.com/Knlv1.jpg[/IMG]
Uh, what in the name of fuck did Jagex do? I demand they back off!
It was tons of fun before it changed into Call of Spades: Modern Blockfare.
Looks interesting, especially the WWI part.
I remember when AoS wasn't full of CoD reject children. Maybe there's still hope in that server list...
too many goddamn hackers
I still remember my first round... On the "Netherlands WORKS" server. It was the day blue managed to break through the "Great Green Wall" surrounding Greenland.
For people like me who can't just paste DeandreT's server link into their URL bar for some reason, just click [url=aos://117656645:32887]this.[/url] Server seems to be full at the moment, though.
Jagex should fuck the fuck out and shoot themselves. EA and Activision, Ubi and fucking Zynga too. There should be put a limit on wich companies that cna buy up and who cant because this megacorp crap is getting retarded.
I was thinking of downloading this game agian, because I remembered it being alot of fun.
This is depressing. I still remember my early matches. Crawling through a complex man made tunnel under the enemy base. My teammates dropping left and right as we valiantly defended the briefcase. Shooting anyone who tried to make a Swastika with blocks. Good times. Maybe the new version won't be so bad. Rocket launchers might make some interesting scenarios
I remember there being a guy trapped inside a blue-held city with no-one to help him, so I lone-wolf'd it, infiltrated through the gutters underneath the city, cleared a path for the guy [I]and[/I] drew enough fire to let my team break their defenses. [editline]something[/editline] ~#Vietnam#YOLO~
This game is just amazing. I remember we made a huge network of tunnels, trenches, bunkers, and sniping outposts and the enemy team was just dying and had no idea how we were all getting in. They made a huge wall around their base and we just went under it.
[IMG]http://upaoncp.files.wordpress.com/2011/11/ilove-tobuld1.png[/IMG] Had some spare time today
I remember just digging so far underground just to get to the enemy intel. I don't care if I sat there for 30 minutes digging straight from my base to theirs. It also helped my team cap future intel. Until the enemy team found out and used it for themselves.
well, this thread died off fast. Edit: [B]NO IT HAD'NT[/B]
Green is superior. That is all. [editline]5th November 2012[/editline] On a serious note though, wouldn't it be possible to mod the game? A classic gamemod + facepunch server would be neat.
ok here's what we do: someone who can reliably host a game server continuously 24/7 should host a server running on an old version of the game, preferably the last version before they added more than one gun. then we all download that same version and we play on the server. WWI nostalgia and fun times guaranteed lets all play .51, the last version before the smg came and ruined the game (yes i know .52 didn't have the smg but its harder to download for some reason, it only has minor bug fixes anyways) i don't know how hosting a server works but i know for sure that it is possible to make a server that runs on old versions of the game. client download: [URL="http://www.mediafire.com/?ps3oafx7f5177jn"]http://www.mediafire.com/?ps3oafx7f5177jn[/URL] (can you host a game with this DL? i don't know)
[QUOTE=meppers;38327769]ok here's what we do: someone who can reliably host a game server continuously 24/7 should host a server running on an old version of the game, preferably the last version before they added more than one gun. then we all download that same version and we play on the server. WWI nostalgia and fun times guaranteed lets all play .51, the last version before the smg came and ruined the game (yes i know .52 didn't have the smg but its harder to download for some reason, it only has minor bug fixes anyways) i don't know how hosting a server works but i know for sure that it is possible to make a server that runs on old versions of the game. client download: [URL="http://www.mediafire.com/?ps3oafx7f5177jn"]http://www.mediafire.com/?ps3oafx7f5177jn[/URL] (can you host a game with this DL? i don't know)[/QUOTE] That should go into the op
I seriously hope this game stays free.
[QUOTE=Raptortheawesome;38328452]I seriously hope this game stays free.[/QUOTE] It won't.
hmm, so i'm toying around with the .51 version and this looks harder than i thought, i forgot that the old ace of spades uses a web browser to join servers, i think we have to use hamachi or something i dont know i need to look into this more (yes that mediafire download has the .51 server tools with the game client) [editline]5th November 2012[/editline] oh ok you just put a server specific url into your browser to join the server nvm
[IMG]https://4stor.com/images/rprm.png[/IMG] how fix? (i already did the port forwarding)
The 0.52 install is right here: [url]http://www.mediafire.com/?26alfzq87k7aa7c[/url] The link isn't on on the Wiki for some reason, but I did a Google search, and it's still being hosted. Our next step is to find a way to host and connect players without connecting to the master server. I've already figured out how we would connect to a server hosting an old version. The server links in the server browser (including in 0.52 days) look something like this: aos://1379434439:37887 You can tell from the "aos://" part that the link is used through the Windows "Run" prompt (or your web browser) to start the game and connect to the linked server. The ":37887" part suggests that the number before it is actually the server's IP address, without the periods between numbers. So, to connect to a server without the browser, you can type "aos://(IP)(Port)" replacing the (IP) and (Port) with the correct numbers. All we have to do is somehow remove the master server from the hosting process by editing the server code, or perhaps someone could code a master server emulator.
damnit /v/ has done a .52 server before where they just did the whole thing by themselves we need to figure this shit out
It's hard to compare like 3 users to fucking /v/ :v:
I could host one, but I'm not sure many people would play it. I'd only imagine 3-4 people ever being on.
[QUOTE=pip12345;38302464]It was tons of fun before it changed into Call of Spades: Modern Blockfare.[/QUOTE] Call of Duty invented the SMG and the shotgun apparently. I never knew that.
[QUOTE=DeandreT;38342035]I could host one, but I'm not sure many people would play it. I'd only imagine 3-4 people ever being on.[/QUOTE] This is the issue with hosting old versions, they never have anyone on. The /v/ one that went up last year only had like 20 people at most. I hope the steam version server config will allow you to disable certain weapons and bring the game back to .51, without removing cool stuff like Territory Control and connection optimizations
[QUOTE=Articsledder;38344672]This is the issue with hosting old versions, they never have anyone on. The /v/ one that went up last year only had like 20 people at most. I hope the steam version server config will allow you to disable certain weapons and bring the game back to .51, without removing cool stuff like Territory Control and connection optimizations[/QUOTE] The steam version is not gonna be the same game. Literally two different games.
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