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 16 of 94 First unread post
TimberWolf
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Joined: Mon Nov 26, 2012 11:13 pm


I am quite excited by this new project :D. Wish I could contribute, but I myself am a total newb at high level programming and such. By the way, you guys should make a suggestion thread dedicated to IceBall so we the free people of 0.x may give ideas to add to the game.

What would make AoS 0.75 even more amazing would be MG's and mortars with mortar sights/rangefinders/binoculars.

Just sayin... *wink, nudge, cough*
gamax92
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Posts: 17
Joined: Sat Dec 15, 2012 5:18 pm


No, that would not be awesome. No more damn guns.

Infact:
Image

Away with your SMG.
OfficiallyMylololz
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Posts: 37
Joined: Wed Dec 12, 2012 10:25 pm


Demo123 wrote:
MY SPECS
CPU: AMD Sempron(tm) Processor 2600+
CPU SPEED: 1.61 GHz
OS: Microsoft Windows XP Professional Service Pack 3 (build 2600)
Video Card: RADEON 9250 PRO AGP (0x5960)
Dedicated Video RAM: 128 MB
RAM: 1GB
Sound Card: MPU-401 Compatible MIDI Device
Free Disk Space: 11 GB

And I have to correct myself. It's 9-12 FPS usually. I only get over that while IceBall is starting up.
I thought Ram was measured in mb. Oh well, guess I was wrong, but I've seen yters say they had.. 16mb of ram.
And APPARENTLY, I have 4mb of ram.
OfficiallyMylololz
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GreaseMonkey wrote:
OfficiallyMylololz wrote:
Spade is instakill? xD! sounds.. Op.
It's easy to evade, just... keep your distance. (It's how it works in 0.75, anyway.) Plus, everyone has it.
Yeah.. You're right. I guess if you're only including one gun then the spade might work out more evened out with the Gun. And I guess I was wrong about the spade instakill being Op. Since theres only Rifle, everyone has spade, and I guess you could easily overpower a spade with a Rifle.
GreaseMonkey wrote:
OfficiallyMylololz wrote:
Now. This is what I really want. I'm not sure if you've done this, but..... In-game map making!

Using Voxed to make maps is incredibly tedious!! xD, I would also like to see some kind of way to save a map as a file from the in-game editing, so, perhaps a singleplayer server similar to Minecraft's SMP where you can play singleplayer just to make maps.
There's a map editor, but it's currently singleplayer only, so to speak. (It also has a bug with "stacking".)
Arright, sweet.
Yakkers
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Posts: 9
Joined: Fri Dec 14, 2012 12:15 am


GreaseMonkey wrote:
When the client connects, the server tells it what the base directory is, then the client fetches (base dir)/main_client.lua, and downloads basically everything else off it (although you can stick client-local stuff in clsave/). If you really wanted, you could replace the entire Lua-side codebase and end up with a completely different game. (But the libs are useful which is why pmfedit/mapedit depend on them.)

So in other words, if by "engine" you're talking about the actual game code and not the platform hosting the game code, then YES, you CAN "just" turn one engine into another.
As far as I'm aware, engine typically means "platform hosting the game code."
Of course the game logic could be ported semi-easily.
gamax92
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Posts: 17
Joined: Sat Dec 15, 2012 5:18 pm


All of my fonts are dark grey, infact it seems like all 2D operations are failing.

Image

All i did was compile iceball in mingw.

I did change the makefile a little bit (removed the CC prefix, i only have gcc and changed -llua to -llua51) but I don't think that should affect it.
Last edited by gamax92 on Sun Dec 16, 2012 4:05 am, edited 1 time in total.
rakiru
Coder
Coder
Posts: 1349
Joined: Sun Nov 11, 2012 12:26 pm


gamax92 wrote:
Image

All i did was compile iceball in mingw.

I did change the makefile a little bit (removed the CC prefix, i only have gcc and changed -llua to -llua51) but I don't think that should affect it.
Do you have the correct version of Lua? I removed the CC prefix too.
gamax92
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Posts: 17
Joined: Sat Dec 15, 2012 5:18 pm


Sorry it was just my MinGW, after deleting and redownloading it, colors work correctly.
Demo123
Blue Master Race
Blue Master Race
Posts: 495
Joined: Mon Nov 05, 2012 3:03 pm


OfficiallyMylololz wrote:
I thought Ram was measured in mb. Oh well, guess I was wrong, but I've seen yters say they had.. 16mb of ram.
And APPARENTLY, I have 4mb of ram.
If you have under 1GB it's measured in MB. But I have never heard of someone having 4mb or 16mb of RAM.
rakiru
Coder
Coder
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Joined: Sun Nov 11, 2012 12:26 pm


Demo123 wrote:
OfficiallyMylololz wrote:
I thought Ram was measured in mb. Oh well, guess I was wrong, but I've seen yters say they had.. 16mb of ram.
And APPARENTLY, I have 4mb of ram.
If you have under 1GB it's measured in MB. But I have never heard of someone having 4mb or 16mb of RAM.
My first computer had 40MB of memory. We got it second hand in the mid-90s.
Demo123
Blue Master Race
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Posts: 495
Joined: Mon Nov 05, 2012 3:03 pm


So out of boredom I decided to build a bit of pixel art in IceBall. Building is kinda clumsy IMHO.
http://i.imgur.com/RsSWK.png

I was planning to make "grease ftw" but I'm a tad too lazy. Blue_Tongue
Sadie
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Posts: 13
Joined: Thu Dec 13, 2012 2:20 am


First Post, have read all the thread.
From IceBall Doc file Read_This_First.txt: wrote:
CHECK IF YOUR CPU SUPPORTS SSE2.
If it doesn't, it'll be too slow anyway.
Shame really, by adopting the SDL approach the IceBall project moves away from what we originally experienced with AoS. One of the best things about AoS was that it was playable on "Your Grandmas Box".
sad panda.

Edit to ADD: mmmmm Maybe not so sad panda?
GreaseMonkey wrote:
I get 8-15FPS on my desktop, and I had to do a non-SSE2 build for it. I hope to get that FPS value up from what it is.
My two laptops get nicer framerates though.
GreaseMonkey could you point me in the direction of building a non-SSE-2 Build. I would be interested in optimising such a build.
I'm running a Linux on a AMD Athalon XP 3000+
Compiling wasn't any problem till I realised the SSSE-2 hang-up. I'll Start looking into the SDL calls as these are new to me (My experience is more openGL ala Blender3D) I'm guessing in somewhere in the SDL-config file??
Thanks. Nice work.
GreaseMonkey
Coder
Coder
Posts: 733
Joined: Tue Oct 30, 2012 11:07 pm


Sadie wrote:
First Post, have read all the thread.
From IceBall Doc file Read_This_First.txt: wrote:
CHECK IF YOUR CPU SUPPORTS SSE2.
If it doesn't, it'll be too slow anyway.
Shame really, by adopting the SDL approach the IceBall project moves away from what we originally experienced with AoS. One of the best things about AoS was that it was playable on "Your Grandmas Box".
sad panda.
Actually, the SDL approach is what should make it playable on "Your Grandma's rig", however, it needs quite a bit more optimisation. As for now, however, you'll have to make do with not-very-fast.
Sadie wrote:
GreaseMonkey could you point me in the direction of building a non-SSE-2 Build. I would be interested in optimising such a build.
I'm running a Linux on a AMD Athalon XP 3000+
My desktop is an AMD Athlon XP 1900+. You might need to do this to get it to work (fuck debian/ubuntu):

make CFLAGS_EXTRA="-I/usr/include/lua/" LIBS_Lua="-llua5.1"

If the SSE2 thing chokes, do this:

make CFLAGS_EXTRA="-mno-sse2 -I/usr/include/lua/" LIBS_Lua="-llua5.1"

I know that your computer supports SSE, just not SSE2.

Make sure you have all the required development libraries!
Sadie wrote:
Compiling wasn't any problem till I realised the SSSE-2 hang-up. I'll Start looking into the SDL calls as these are new to me (My experience is more openGL ala Blender3D) I'm guessing in somewhere in the SDL-config file??
Thanks. Nice work.
SDL is a simple library that gives you a 2D framebuffer (as well as some other stuff, but in terms of graphics that's it really). You basically have to do all the drawing routines yourself. While it DOES have support for setting up an OpenGL context, I'm not taking that approach.

P.S. Why does your avatar look like someone cosplaying Reisen Udonge Inaba?
Moghard
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Posts: 51
Joined: Sun Dec 09, 2012 1:15 pm


When you'll need some textures or GUI, I can make them.
When I got free time, I can make really great menus and/or GUI.
IceCream
Hoster
Hoster
Posts: 322
Joined: Thu Nov 01, 2012 12:18 pm


I've created a alternative IceBall Server:

connect-icecraft-1-iceball.bat

Just copy it in your IceBall for Noobs Directory and doubleclick on it.

I wish a lot of fun!

Yours Sincerely,

IceCraft
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