Assaultcube controller1/30/2024 It was a slightly minimalist and cartoonish third person shooter made with Coldstone. I made a somehow similar smaller game several years ago that was gracefully lost in a computer crash before I could show it: Art Counter-Strike. This corresponds to how FPS online players often resort to either "camping" or "ramboing". One thing that fascinates me with the FPS genre in games (Although you find it in other games like RTS) is that you can discern two different tactics for survival described by Gilles Deleuze in A Thousand Plateaus: The sedentary farmer and the nomad who masters mobility. I am always looking for materials and means of expression on the one hand that fit different concepts I'm mulling on the other hand, and I thought the way I could edit Assault Cube made it a fitting platform to make a picture of things I wanted to say about the art world. No one side ever really has the upper hand for long. Every time someone falls a new bot spawns in his name: Fame is fickle and there is always someone there to take your place. They even shoot their own team members if they stand in the way. They are parted randomly into the teams Outside and Inside, a picture of social boundaries and the struggle between establishment and wannabes. The bots are named after the most successful living artists according to. The levels are all modeled after real life galleries and museums, with textures based on photos I've taken myself at the various spots. It's about hierarchies and the struggle for power. ![]() Paul Steen: "Art Assault" is a mod of the open source FPS Assault Cube, set in a caricature of the art world, hence the name. How did you come up with the idea? W hat does the title mean? GameScenes: You latest work, "Art Assault", is a bold, full-frontal attack on the art establishment. Paul Steen, "Art Assault", 2010, game modification,- All images courtesy of the artist Our goal is to illustrate the genesis and evolution of a phenomenon that changed the way game-based art is being created, experienced, and discussed today. The conversation between Mathias Jansson and Paul Steen took place via email in December 2010. That is, it is a CPlayer**.GameScenes is conducting a series of interviews with artists, critics, curators, and gallery owners operating in the field of Game Art, as part of our ongoing investigation of the social history of this fascinating artworld. That is, you have something like this in memory: Memory ADDR_Player 0x0050F4F4 0x00C9A000 That's a CPlayer object, so the variable holding 0x00C9A000 is a "pointer to CPlayer" which means the variable holding 0x0050F4F4 is a "pointer to pointer to CPlayer". That means the type of the original variable holding 0x0050F4F4 is "pointer to pointer to something".įinally, you can look at what resides at address 0x00C9A000. ![]() Since that is a memory address, the type of that data is "pointer to something". What resides at address 0x0050F4F4? Another memory address: 0x00C9A000. If you dereference *ADDR_Player + offset:ĬPlayer* pPlayer = *(CPlayer*) ADDR_Player but this is incorrect and I don’t understand why the correct one is casted to a double pointer:Ġx0050F4F4 is a memory address, so the type of a variable holding that value would be a "pointer to something", but a pointer to what? What I don’t understand is why did they cast ADDR_Player to a pointer to a pointer of type CPlayer? How is it a double pointer?Ġx0050F4F4 -> 0x00C9A000 = 13202112 (random value) Then 0x00C9A000 + F8 = 0x00C9A0F8 will give us the dynamic address of healthĬPlayer* pPlayer = *(CPlayer**) ADDR_Player We have 0x0050F4F4 (static local player pointer) which points to 0x00CA9000 (dynamic player object address) Here are the addresses found with Cheat Engine from searching the health value. Will be using the game Assault Cube as an example.
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