OpenGL map viewer : an experiment [DEMO AVAILABLE]
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ThisFrickinSite
Deuced Up - Posts: 553
- Joined: Mon Nov 05, 2012 8:45 pm
HoboHob wrote:If you ask me this looks 10x better than Ace of Spades 1.0!
HELLO HI HOW ARE YA
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KomradeKorakoff
League Champs
- Posts: 179
- Joined: Sat Nov 03, 2012 5:24 pm
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very cute
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Build and Shoot's 1st Birthday
- Posts: 418
- Joined: Thu Dec 20, 2012 1:24 pm
I hope Source code is released soon!
kill me
Could lighting like this be possible in a game like ace of spades btw? Or iceball, I suppose.
^
I have a very limited knowledge when it comes to things like this.
I have a very limited knowledge when it comes to things like this.
you are simply amazing, definitely one for the news letter
We will FINALLY have Ace of Spades 1.0 in vanilla Iceball!
And hopefully it won't run like crap on my card like GM's implementation does.
And hopefully it won't run like crap on my card like GM's implementation does.
Anti-Aliasing will destroy my computer :/
HoboHob wrote:Anti-Aliasing will destroy my computer :/No problem it can be toggled off in clsave/config.json (set antialiasinglevel to 0).
Without anti-aliasing, the edges will look like the screenshots of iceball I posted earlier.
Awesome!, could it be made into a Client for 0.75?
I have played Ace of Spades Classic since October 2012.
// Linux, *BSD.
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GreaseMonkey
Coder
- Posts: 733
- Joined: Tue Oct 30, 2012 11:07 pm
If you really wanted to I guess we could make an injector of some sort. I'm not familiar with WGL context creation though. Also, you'd have to work out how to make it work well at a max distance of 127.5 blocks - Iceball currently uses a fog distance of 60.
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