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 43 of 45 First unread post
bloodfox
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Post Demon
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So why does OS run like crap when I run software renderer?
Ace the king
3 Years of Ace of Spades
3 Years of Ace of Spades
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Joined: Sat Apr 05, 2014 1:57 am


Guys I play OS and how do I change team and weapon other than that amazing I addicted in only 30 mins sorry bad English because I typed rally fast
Hot Dog
Blue Master Race
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Joined: Sun Dec 22, 2013 2:36 am


Press L, it brings up the team/weapon menu.
NashoNacho
Deuce
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Joined: Wed Jul 02, 2014 8:30 pm


Hey I am new to all this, I downloaded the openspades app on mac and it was fine. I joined several servers, but when I am in the lobby an error message pops up:
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bullets
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Try using YSR or no audio in the settings.
TheNobleHerring
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Joined: Fri Dec 21, 2012 9:43 pm


Is there some documentation somewhere for modding in OpenSpades? Specifically, I could use some info on making sights
kuzyn
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Joined: Wed Jan 29, 2014 6:38 pm


any updates on servers for openspades?
Mr.Torch
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95ACgrfs1228 wrote:
UnrealIncident wrote:
I added an AR. Currently I'm using Ghost's AK5c for the model.

(Test) Specs:
Clip: 20
Reserve: 80
Reload Time: 2.7s
Rate of Fire: 0.18s (SMG is 0.1)

Damage
Head - 90
Body - 47
Arms - 27
Legs - 27

Image
Image

This is only really a test. I also modified the server to make it work.
O________O

FINALLY an assault rifle. As in not a reskinned SMG but an actual assault rifle Blue_BigSmile Green_BigSmile
Considering that the original SMG has no range difference and actually fires similarly to a real M4 an "Assault Rifle" seems kinda pointless.
learn_more
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kuzyn wrote:
any updates on servers for openspades?
openspades connects to normal servers.
scrawl
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kuzyn wrote:
any updates on servers for openspades?
You mean OpenSpades only servers?
kuzyn
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Joined: Wed Jan 29, 2014 6:38 pm


scrawl wrote:
kuzyn wrote:
any updates on servers for openspades?
You mean OpenSpades only servers?
Yea.
ZEB 99
Post Demon
Post Demon
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Joined: Fri Feb 22, 2013 10:03 pm


UnrealIncident wrote:
I added an AR. Currently I'm using Ghost's AK5c for the model.

(Test) Specs:
Clip: 20
Reserve: 80
Reload Time: 2.7s
Rate of Fire: 0.18s (SMG is 0.1)

Damage
Head - 90
Body - 47
Arms - 27
Legs - 27

Image
This is only really a test. I also modified the server to make it work.
Image
Captain_Pi
Artist
Artist
Posts: 323
Joined: Thu Dec 12, 2013 1:20 pm


ZEB 99 wrote:
UnrealIncident wrote:
I added an AR. Currently I'm using Ghost's AK5c for the model.

(Test) Specs:
Clip: 20
Reserve: 80
Reload Time: 2.7s
Rate of Fire: 0.18s (SMG is 0.1)

Damage
Head - 90
Body - 47
Arms - 27
Legs - 27

Image
This is only really a test. I also modified the server to make it work.
Image
Correct. What point are you trying to make?
ZEB 99
Post Demon
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Joined: Fri Feb 22, 2013 10:03 pm


its about the same as people correcting grammar
Chameleon
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I must point out that all weapons need rebalancing before more should be added.
Spade - less damage for blocks or slower digging.
Grenade - many grenades use shrapnel to wound or kill, the explosion has quite small wounding radius in comparison.
This means that damage must depend on how much of the body is exposed to grenade.
Also different types of grenades could be added - offensive (not as deadly, but thrown further) and defensive (deadlier, but much heavier)

Rifle - there should be semi-auto rifle with 10-20 bullet magazine and Bolt-Action with 10-5 bullet magazine.
Semi would fire 200-300 RPM, no auto firing when holding down trigger; lots of recoil, little spread if fired at 100 RPM,
maybe chance of surviving of long-range headshots, 2 body shots should be enough, maybe 3 at high range.
Bolt-Action can be as low as 30-20 RPM, body hits are deadly, chance of surviving body hit at long range, 2 limb hits are death at short range. More difficult to aim; maybe a scope attachment?

SMG - SubMachineGuns typically fire at 700-900 RPM
Examples:
HK UMP 600 RPM .45 ACP rounds - high damage (like an Assault Rifle)
HK MP5 series 800 RPM 9x19MM rounds - lower damage, high RPM (btw it's Rounds Per Minute), but controllable weapon
Thompson M1A1 700 RPM .45 ACP rounds - medium damage
M3 "Grease Gun" 500 RPM; Mac-10 1100 RPM;
So RPM is between 600 - 800 most of the time, lets say 700, 750 RPM is best. Damage should be 34-50 for head
Assault Rifle should be added. Most of ARs have 30 round magazines, not 20.
Examples:
SCAR-H BattleRifle 600 RPM 7.62x51 NATO, 20 rnd magazine
SCAR-L AssaultRifle 650 RPM 6.8 SPC, 28 rnd magazine (5.56 NATO has 30 rnd magazine)
M16 (A1 and A3 are auto; A2 and A4 are burst fire) 5.56 NATO, long 20in barrel. 700-900 RPM, quite controllable recoil
M4 (A1 is bested) 5.56 NATO, about 16in barrel - less damage at long range, similar RPM, same recoil
AKM ("modernised" AK47) 7.62x39, more penetration than 5.56 NATO, more damage, more recoil, not as accurate as M16
So RPM is about 600-700 RPM, damage should be 1-2 shot kill for head, 2-4 shot for body, 3-4 shot for limbs.
When spamming, first 5 bullets should be on and around target easily, other 10 difficult, other 15 would be hit only at 0.5 fog range with luck (when crouching).

Shotgun - should be two shotguns - Pump an Semi-auto OR one shotgun with two fire modes (create extra button for switching fire modes). Pump would offer more accuracy and damage. Semi would provide less damage per shot, bu more damage per second. Optimal capacity between 6-8 bullets.

Sidearm - M1911 - 7rnd mag, .45 ACP rnd, lots of damage at short range, big spread at long range, hard to aim at long range, because ironsights are not suitable.
Revolver - 5 to 7 rnds capacity, higher damage than M1911, slower reload, more bullets issued because there are no magazines to weigh you down. other than that, same as M1911.

HMG - M2BH Browning - this is one of the oldest weapons! .50 cal, one hit kill, penetrates a single block and still quite deadly. 500 RPM at most. about 200-500 round belts. hard to use ironsights, little recoil, little spread. very hard to carry around.
Heck, I'd even fiddle around with sprint and health system if I knew how to compile (already tried)...

I just wanted to say that SMGs should have 900 RPM and ARs should have 600 RPM :)

P.S. I would be glad to do animations for revolver and bolt-action.
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