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Welcome to AGDG, keep working on your game anon!
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File: b9a48181b9a43d2⋯.png (83.01 KB,349x493,349:493,2jd3qdu.jpg.png)

017c94 No.33513

A fork of the Ace of Spades client Openspades for /v/, to recapture the 0.54 experience.

https://github.com/Bonerlord/8spades

Design suggestions and contributions to the client/server code welcome. We could use a logo too.

____________________________
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017c94 No.33514

>>33513

As of writing the 8spades client has removed unwanted sprinting, autoclimb, and look angle slowdown features.

The next objective is to fork the server code to require the 8spades client in order to connect. Then server-side changes can be implemented.

Planned features:

>Weapon damage balance / rifles only mode

>Grenade block damage boost

>Tighter spawn radius

>Intel capture reveals players, like previous versions

>Server-side fog radius control

>Persistent map damage between rounds

Other potential suggestions from the gamenight thread:

>Spade shields

>Leaning

>Bullet drop

>Emplaced machine guns (WW1 style)

>Artillery pieces

>Suppression (accuracy loss under heavy fire)

>Movable/destroyable headquarters tent

>Intel recovery

>Block structural integrity

>Gamemodes (KOTH? Attack/defend?)

Discussion is welcome.

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c00f38 No.33515

having customizable reticle and iron sights would be nice

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f141fa No.33516

Archive of /v/ thread.

http://archive.fo/TcmA3

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defe36 No.33517

File: 58bbc12e7b168d3⋯.jpg (424.03 KB,1366x768,683:384,shot0056.jpg)

everything in the planned features seems good, as for the suggestions I personally like none of those aside from leaning and new gamemodes. also what does "block structural integrity" mean?

>>33515

they already are

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2de085 No.33518

File: a36e1b53a393ec8⋯.jpg (179.71 KB,1920x1080,16:9,shot0009.jpg)

File: d4cf2eeca765559⋯.jpg (192.97 KB,1920x1080,16:9,shot0010.jpg)

>>33517

>also what does "block structural integrity" mean?

Blocks would have weight to them. and put stress on blocks if not properly supported or balanced.The more red it is, the more stress on it. Blocks would darken to their damaged state and could be shot out in one shot, but given enough stress the structure might even topple over. Pics related just indicate which blocks are the most stressed, not how much damage and shit or anything like that. I fucked up, but you get the idea.

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defe36 No.33520

File: 588d99d02ae99bf⋯.png (226.53 KB,400x400,1:1,588d99d02ae99bff4090baf35d….png)

>>33518

oh I like this a lot, it's a great way to counter building big ass towers with tons of single block ramifications and then having to hunt that single fucking block to finally crash it with no survivors.

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2de085 No.33521

File: 69a5cfeadadd4b9⋯.jpg (279.13 KB,1920x1080,16:9,215620.jpg)

File: ee4217ef48a26ef⋯.gif (7.68 MB,400x300,4:3,S9_p69.gif)

Fog. And I don't mean the distance kind.

It would work by being at a set elevation and completely cover the land. Changes levels based on a world timer or commands. It can also be dissipated slightly by gunfire and explosions.

Maybe a smoke grenade that persists for about 30-45 seconds too. Behaves almost identically. Speaking of grenades, the block destruction should be a radius of three rather than two. It would also damage nearby blocks. The effects for all of these things should just be blocks with none of those gay shaders.

>>33520

It might also be interesting for those bigass buildings to displace the ground and leave craters where they land. That might lead to new strategies.

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a06c6b No.33532

wer da serber repo at

>>33518

That's a nice idea, but how do you intend to implement it?

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017c94 No.33534

>>33532

Serber nowhere, yet. The client is currently still compatible with 0.75 servers for testing, though.

I'm planning on forking a pyspades or pysnip server and setting a unique protocol id, something like 0.75-8a. Then i'll add that protocol option to the 8spades client, and toggle the 8spades-specific client behavior on when connecting to an 0.75-8x server. Then i can start adding the server features/tweaks.

This approach should let you still connect to a normie 0.75 server using the 8spades client, with sprinting and autoclimb active.

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2de085 No.33535

>>33532

First thing is to establish a set of rules:

>All blocks can support an infinite amount of weight as long as it is balanced and the bottom face is connected to ground level.

>All blocks have a stress level is the amount of unbalanced weight exerted on a single block.

>Stress level is dissipated onto adjacent, non-diagonal blocks so long as said block.

>Stress is subtracted from a block the more balanced it is.

>Stress is divided from a block the more weight it is supporting.

These rules are subject to change, but from my limited understanding of physics I think I've got the right idea. I do not have the level of experience to implement a system like this, but I can dream and at least put it out there in hopes that a smarter anon might pick it up. The last thing I'll say on it for now is that I think that blocks should reach a threshold where they are in their damaged state and I think autohealing blocks should be disabled.

Anyways, I don't want to get ahead of myself and distract potential collaborators from the other fixes.

>>33534

You're a champ.

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017c94 No.33536

>>33535

7 Days to Die hit a nice balance of performance and accuracy with its structural integrity. The gist of it is that vertical pillar stability is at maximum, and every horizontal block away from a vertical pillar lowers stability by 1. When stability hits 0 for the material in question, that block collapses. It's consistent enough that a player can understand the math in their head, and learn that they should put down a vertical support every 'x' horizontal blocks when building bridges.

https://7daystodie.gamepedia.com/Structural_Integrity

Interestingly, the infinite vertical stability only counts if the pillar goes all the way to the very bottom of the map. This means you can undermine a structure by digging the dirt under it, which may cause a heavily-loaded pillar to begin shedding its outermost blocks as the stability value of the core pillar decreases.

Performance-wise, it seems reasonable. It should just require the server to keep track of a stability value for every block, and whenever blocks are added/removed, propagate the changes to any adjacent block with lower stability than the current one. Adding a depth limit to the recursive function should prevent a rogue calculation from spreading across the whole map, sacrificing a little accuracy for performance.

Not that i'd implement this anytime soon, gotta get the basics done first.

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2de085 No.33537

>>33536

This is almost exactly what I had in mind, though rather than the outermost unstable block collapsing, it would collapse at the point of the most stressed block. Good find.

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017c94 No.33540

Alright, i spent a lot of time fiddling with the server/client code trying to set up a new 0.8 protocol, but it looks like the build&shoot master server list might be discarding this server version as it can't recognize it.

The new approach is to change the client identifier from 'o' (Openspades) to '8' (8Spades). Then, we can just run a 0.75 protocol server with the detectclient plugin ( https://pastebin.com/22EWyayS ) and disconnect anyone not using the 8Spades client. This should make server hosting easier to set up.

I've been reading through the build&shoot and openspades forums some more, it looks like a lot of the requested server features may already exist as plugins.

Server-side fog control and persistent map damage are already built into pysnip. Weapon restrictions and damage balances are already available as plugins*. Spawn radius and grenade block damage are basically 1-line tweaks in the server python code. At this rate we should get exactly what we want running on a scripted 0.75 server, without the need for a new protocol.

* Weirdly the server defines the PVP weapon damage, but the client defines the block weapon damage.

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017c94 No.33543

Mini update, i've reimplemented the old enemy reveal on intel feature.

Now when your team captures the intel, enemies are shown on the map for 60 seconds.

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becc40 No.33544

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