Iceball Project

Iceball is a moddable, open source, cross-platform engine and game inspired by AoS Classic. Created by GreaseMonkey.
Incompatible with PySnip/pyspades-based AoS Classic 0.75/0.76 servers.
1410 posts Page 82 of 94 First unread post
Jdrew
Mapper
Mapper
Posts: 4808
Joined: Tue Oct 30, 2012 10:48 pm


@space well that is already in pyspades so its possible. Remember grease monkey, if you made pyspades compatible think how much less work you would have to do content wise?
shaz


Mandatory user.json message:

put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes.
GreaseMonkey
Coder
Coder
Posts: 733
Joined: Tue Oct 30, 2012 11:07 pm


jdrew wrote:
Remember grease monkey, if you made pyspades compatible think how much less work you would have to do content wise?
I would have to do an absolute fuckload to get it even slightly compatible, even if we already had a method to run Python scripts in Lua (say, through a converter). The API is completely different and typically requires that you shim functions as opposed to extending one or two classes thrown your way.
It would be a total nightmare maintaining compatibility.

Honestly, it'd take much less effort to just rewrite the scripts. Plus they'd be better as they wouldn't be hacks over the AoS protocol, but rather stuff that can take advantage of the Iceball APIs.
Shaz wrote:
Mandatory user.json message:

put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes, put your name in quotes.
This is an excellent idea.
TB_ wrote:
Well, the most important one would be the gamemodes I think. Like last stand, babel, push. Not that it needs to be scripts though, could work great as a part of the main game.

And the best thing of all would be if the server owner could easily change between gamemodes, that was something we couldn't do on .75. Multiple modders attempted, but failed.
Firstly we should focus on a way to switch maps correctly, heh. Here's hoping common.map_free isn't broken because it'd be memory leak hell if it were!

But yeah, someone could possibly figure something out. Because it'd require rearchitecting to work properly, I suspect that someone will be me.
Space Inspader
Deuced Up
Posts: 166
Joined: Sun Dec 02, 2012 7:33 pm


jdrew wrote:
@space well that is already in pyspades so its possible. Remember grease monkey, if you made pyspades compatible think how much less work you would have to do content wise?
No. I hated that targeting system because 1: It just put blocks on the stage and the target looks stupid. 2: I'd rather have a sprite pointing to it like in Tribes Ascend.

Edit: PERFECT idea, a script that puts a gun with random statistics in your hand. So you could spawn with something that was overpowered and then when someone killed you, you spawn with something else with random statistics that could be crap. That would be the most ragetastic script. Imagine a rifle with shotgun spread. yes. I see it now.
GreaseMonkey
Coder
Coder
Posts: 733
Joined: Tue Oct 30, 2012 11:07 pm


Space Inspader wrote:
Edit: PERFECT idea, a script that puts a gun with random statistics in your hand. So you could spawn with something that was overpowered and then when someone killed you, you spawn with something else with random statistics that could be crap. That would be the most ragetastic script. Imagine a rifle with shotgun spread. yes. I see it now.
Hell.
Fucking.
YES.

I really need to move some private functions to be public, though, just so spread and shit is easier to implement.
Jdrew
Mapper
Mapper
Posts: 4808
Joined: Tue Oct 30, 2012 10:48 pm


I tried the SMG, was pretty good. Its not over powered but I liked it. It felt like an SMG instead of a machine gun Blue_Happy3
GreaseMonkey
Coder
Coder
Posts: 733
Joined: Tue Oct 30, 2012 11:07 pm


My main concern with BR's SMG is that it's going to attract the sort of complacent lazy kids which the SMG introduced in 0.54 attracted. This is why I'm not merging it into the trunk, and with that said I probably won't run the SMG mod all the time.

But I'm happy with the mod existing in the first place.
CommieBuffalo
Blue Master Race
Blue Master Race
Posts: 2341
Joined: Mon Nov 05, 2012 4:51 pm


GreaseMonkey wrote:
My main concern with BR's SMG is that it's going to attract the sort of complacent lazy kids which the SMG introduced in 0.54 attracted. This is why I'm not merging it into the trunk, and with that said I probably won't run the SMG mod all the time.

But I'm happy with the mod existing in the first place.
Well, what about a MMG instead of a SMG? A fixed, heavy, medium-damage weapon intended for defensive use? I think that that would work pretty well if done right.
Jdrew
Mapper
Mapper
Posts: 4808
Joined: Tue Oct 30, 2012 10:48 pm


A mounted machine gun would be amazing for bases and for maps
Semper
Deuced Up
Posts: 627
Joined: Thu Nov 01, 2012 6:41 pm


jdrew wrote:
A mounted machine gun would be amazing for bases and for maps
Medium damage, High fire rate, and heats up.
Could be used as a killstreak, like the airstrike?
Jdrew
Mapper
Mapper
Posts: 4808
Joined: Tue Oct 30, 2012 10:48 pm


Semper wrote:
jdrew wrote:
A mounted machine gun would be amazing for bases and for maps
Medium damage, High fire rate, and heats up.
Could be used as a killstreak, like the airstrike?
Thats a bit too much cod for my taste
GreaseMonkey
Coder
Coder
Posts: 733
Joined: Tue Oct 30, 2012 11:07 pm


We were discussing a possible MMG, one which'd take say 10 seconds to put down, 10 seconds to pick up, and so you'd have to plan ahead.
MrHaaax
Modder
Modder
Posts: 1360
Joined: Sun Nov 25, 2012 2:58 am


GreaseMonkey wrote:
We were discussing a possible MMG, one which'd take say 10 seconds to put down, 10 seconds to pick up, and so you'd have to plan ahead.
Have you guys discussed the stats yet?
If not, here:
Code: Select all
Head: ~70
Torso: ~50
Limbs: ~30
Block Damage: ~30% of block
Ammo cap: ~250(No reload)
RoF: ~400 rpm
+Overheats after ~10 seconds of rapid fire
+10 seconds to deploy
Exact value depends on you.
BTW, you won't need killstreaks to activate the MMG: Only those reached about... ~40 kills will be able to use it. Or you could set it available to everyone at start; it depends on you Grease.
GreaseMonkey
Coder
Coder
Posts: 733
Joined: Tue Oct 30, 2012 11:07 pm


MrHaaax wrote:
Code: Select all
Head: ~70
Image

Compare with this: http://iceballga.me/showthread.php?tid=3
BR wrote:
Damage: 15 headshot, 10 other.
Ammo: 25 in clip, 500 in reserve.
Reload time: 1 second.
Fire rate: 500 RPM.
No scope/zoom.
Low recoil.
Medium spread.
It'd be good to follow something similar in specs to that (aside from the ammo of course), maybe double the damage and slightly reduce the firing rate?
MrHaaax wrote:
BTW, you won't need killstreaks to activate the MMG: Only those reached about... ~40 kills will be able to use it. Or you could set it available to everyone at start; it depends on you Grease.
An interesting way to balance this would be to limit it to, say, 150 ammo, and you'd have to go back to your tent to restock it.
MrHaaax
Modder
Modder
Posts: 1360
Joined: Sun Nov 25, 2012 2:58 am


GreaseMonkey wrote:
MrHaaax wrote:
Code: Select all
Head: ~70
Image

Compare with this: http://iceballga.me/showthread.php?tid=3
BR wrote:
Damage: 15 headshot, 10 other.
Ammo: 25 in clip, 500 in reserve.
Reload time: 1 second.
Fire rate: 500 RPM.
No scope/zoom.
Low recoil.
Medium spread.
It'd be good to follow something similar in specs to that (aside from the ammo of course), maybe double the damage and slightly reduce the firing rate?
MrHaaax wrote:
BTW, you won't need killstreaks to activate the MMG: Only those reached about... ~40 kills will be able to use it. Or you could set it available to everyone at start; it depends on you Grease.
An interesting way to balance this would be to limit it to, say, 150 ammo, and you'd have to go back to your tent to restock it.
You still need to consider one is an SMG, the other is an MMG.
If it is 'good to follow something similar in specs', then:
Code: Select all
Damage: ~40 headshot, ~25 other.
Ammo: 150 at start, max of ~280
Reload time: none.
Fire rate: ~480 RPM.
No scope/zoom.
Medium-high recoil.
Medium spread.
10 sec. to deploy.
And ~ means 'approx.'.
1410 posts Page 82 of 94 First unread post
Return to “Iceball”

Who is online

Users browsing this forum: No registered users and 1 guest