ManualContents - 1 How to Play (Get Started)
Coming soon... How to Play (Get Started)For Windows Users- Download executable binary files from Downloads page.
- Go to BuildAndShoot.com
- Choose a server and copy URL of it (URL looks like aos://123456789:1234)
- Open openspades.exe and paste the URL into Quick Connect box.
- Enjoy!
- If you have a performance issue, see section How to Improve Performance. You might want to raise some graphics settings if your computer has a reasonably fast graphics card (for example, Intel HD Graphics 4000 + Core i5 is fast enough for Global Illumination).
For Linux UsersClone the repository and follow the instructions written in README.md At this time, installing OpenSpades on Mac OS X requires you to take some difficult steps. Xcode Command-line Tools and MacPorts are required to compile. Currently, installing OpenSpades as a usual application is not supported on Mac OS X. - Install pkg-config and development packages of FLTK, SDL.
- Download executable binary files for Windows (which includes required assets) and source code from Downloads page.
- Extract the source code and build by: ./configure prefix=/usr && make
- Extract the Windows binary and copy Resources to ~/Library/Application Support/OpenSpades/Resources
- Run the built binary by ./openspades
How to Improve Performance- Make sure the graphics driver is up-to-date
- Disable Global Illumination. (global illumination sometimes makes the game slower by an order of magnitude on some video cards)
- Lower Lighting to Medium
- Set r_ignoreGLErrors to 1 from Advanced Settings
- Set MSAA to Off
- Lower Lighting to Medium if it's set to High
- Lower Lighting to Low
- Use the original AoS beta client
Known Issues- Sometimes exits suddenly (crash)
- Strange behavior of corpses (teleporting, floating, etc)
- Graphics settings is not configured automatically
Compatibility Issues- 0.0.9
- Intel HD Graphics 4000, OS X 10.8 Mountain Lion (Development Environment)
- All graphics settings work fairly well (including Global Illumination).
- Nvidia GeForce 8600 GT, Windows 7
- Most graphics settings work well
- 0.0.5
- Intel HD Graphics 4000, OS X 10.8 Mountain Lion (Development Environment)
- All graphics settings work fairly well (including Global Illumination).
- AMD E-350 (AMD Radeon HD 6310 Integrated), Linux Gallium Driver
- Global Illumination doesn't work, and is very slow. Must be disabled.
- Nvidia GeForce 320M, Windows 8
- Global Illumination doesn't work, and is very slow. Must be disabled.
- AMD X300
- Water doesn't work (results in shader compilation error)
- 0.0.3
- Intel HD Graphics 4000, OS X 10.8 Mountain Lion (Development Environment)
- All graphics settings work fairly well (including Global Illumination).
- AMD E-350 (AMD Radeon HD 6310 Integrated), Windows 7
- Global Illumination doesn't work, and is very slow. Must be disabled.
- Soft Particle doesn't work at all
- Model Shadow is slightly slow
- Nvidia GeForce 8600 GT, Windows 7
- Most graphics settings work well
- Global Illumination is slow
- Intel HD Graphics 3000, Linux
- Dynamic lighting doesn't work
- 0.0.2
- Intel HD Graphics 4000, OS X 10.8 Mountain Lion (Development Environment)
- All graphics settings work fairly well (including Global Illumination).
- AMD E-350 (AMD Radeon HD 6310 Integrated), Windows 7
- Global Illumination doesn't work, and is very slow. Must be disabled.
- Dynamic lighting doesn't work
- Soft Particle doesn't work at all
- Model Shadow is slightly slow
- AMD E-350 (AMD Radeon HD 6310 Integrated), Linux Gallium Driver
- Global Illumination doesn't work, and is very slow. Must be disabled.
- Soft Particle doesn't work correctly
- Generally slower than Windows
- Nvidia GeForce 320M, Windows 8
- Global Illumination doesn't work, and is very slow. Must be disabled.
- Nvidia GeForce 8600 GT, Windows 7
Advanced Settings- Key Configs
- cg_keyCaptureColor key to capture color of the pointed block
- cg_keyChangeMap key to change the scale of mini-map
- cg_keyFlashlight key to toggle flashlight
- cg_switchToolByWheel set to 1 or -1 to switch between tools by mouse wheel.
- and so on (it shouldn't be difficult to guess what they mean)
- cg_blood set 0 to make all blood disappear
- cg_debugAim setting this to 1 shows the spread range of the weapon you are using
- cg_debugCorpse you can shoot a corpse out for debugging purpose by pressing P
- cg_ejectBrass set 0 to hide all ejecting brass. Might improve FPS a little bit
- cg_fov specifies the range of the view in degrees.
- cg_holdAimDownSight enables hold ADS mode.
- cg_legacyCharset enables support for CP437 charset which is used by the original AoS beta, as well as support for UTF-8. When this is disabled, all strings transmitted are treated as UTF-8, making it impossible to use non-ASCII characters for communicating with a non-OpenSpades user.
- cg_minimapSize changes the size of the mini-map (located in the right-top corner of the screen), up to 256.
- cg_mouseSensitivity as the name suggests, changes the sensitivity of the mouse movement.
- cg_protocolVersion sets the protocol version used when connecting a server (3 for AoS 0.75, 4 for Aos 0.76)
- cg_ragdoll set 0 to disable ragdoll physics
- cg_smp enables multi-threaded renderer implementation by setting 1.
- FPS might be improved on multi-core system.
- Mouse/Keyboard control tends to be lagged due to the scheduling of the operating system.
- cg_switchToolByWheel set 0 to disable the tool switching by mouse wheel
- core_numDispatchQueueThreads controls the maximum number of background operation can be done on the same time. Here's a example of 'background operations':
- Ambient Occlusion Rendering
- Ragdoll Physics
- Ocean Water Simulation
- r_blitFramebuffer uses GL_EXT_framebuffer_blit for faster post-processing
- r_bloom lens dust simulation post-processing filter (this is actually not a traditional bloom filter)
- r_cameraBlur camera-space motion blur (adds motion-blur on a quick camera rotation)
- r_colorBits currently no-op
- r_colorCorrection applies nonlinear color correction
- r_corpseLineCollision enables more accurate ragdoll physics sacrificing some CPU time.
- r_depthBits currently no-op and forced to 24-bit depth
- r_depthOfField ...
- r_dlights enables dynamic lighting (flaghlight, muzzle flash, and so on)
- r_fogShadow Enables realistic atmosphere simulation using realtime ray-tracing technique.
- r_fxaa Enables FXAA (Fast Approximate Anti-aliasing). Faster but doesn't look as good as MSAA. Some techniques (r_fogShadow, r_water) doesn't look good with MSAA, so FXAA is the only choice if you want those techniques enabled.
- r_highPrec uses 30-bit color framebuffer for better quality. Not supported by some older video cards.
- r_ignoreGLErrors skips OpenGL error detection. Try turning off to improve performance.
- r_lens enables lens simulation (vignette effect, currently no-op)
- r_lensFlare enables lens flare for the sun.
- r_lensFlareDynamic enables lens flare for some dynamic lights. r_lensFlare must be enabled.
- r_mapSoftShadow Softens a shadow casted by a terrain. Incurs a huge performance hit. Currently this is disabled. (due to a quality issue)
- r_modelShadows dynamic models (such as players) cast a shadow.
- r_occlusionQuery uses a technique called occlusion culling to eliminate unneeded drawing operations. This might crash some video drivers (or even the operating system).
- r_optimizedVoxelModel Minimizes the number of polygons of dynamic models using an optimal polygon triangulation algorithm.
- r_physicalLighting uses more physically accurate lighting techniques to increase reality.
- r_radiosity Enables wide-area ambient occlusion and reflective shadow map to simulate indirect lighting more accurately. Requires fast CPU and 512MB VRAM.
- r_shadowMapSize controls the size of a shadow map. VRAM consumption can be calculated using the following formula: N * N * 12 [bytes] (where N = r_shadowMapSize)
- r_softParticles Enables soft particle algorithm (fill-rate improving algorithm is also enabled).
- r_sparseshadowMaps enables the latest technology to increase the efficiency of shadow maps.
- r_srgb do not use this.
- r_srgb2D do not use this.
- r_water Enables dynamic simulation/rendering of ocean water.
- s_alDriver Path to OpenAL driver.
- s_eax Enables EAX/EFX 2.0.
- s_maxPolyphonics Controls the max number of sounds that can be played.
- Note that weapon sounds are 4-layered.
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