BozoDel wrote:AFIAK 1.3 became 2.0 because the difference between 1.2 and 1.3 had become so big.Ericson2314 wrote:I wonder if SDL 2 has any improvements in this area. SDL 2 is about to become the norm, (should already be available in most distro's repos). We should probably think about switching to it regardless.Yes, I'm almost sure SDL 2 fixes those issues. Heck, maybe even 1.3. But I didn't know it was stable already...
Iceball Project
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Sonarpulse
Coder
- Posts: 443
- Joined: Thu Dec 13, 2012 7:18 pm
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rakiru
Coder
- Posts: 1349
- Joined: Sun Nov 11, 2012 12:26 pm
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GreaseMonkey wrote: The actual content does look a bit sloppy, sadly. I think we need a documentation team. Perhaps it'd be good to actually use the wiki?I started work on the wiki yesterday. I'd definitely recommend using a wiki, even if it is the github one.
proto_main.txt defines the C-side network protocol, followed by the Lua-side protocol for the base game.
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Turner
Deuced Up - Posts: 64
- Joined: Fri Dec 07, 2012 11:10 pm
I would be happy to help with the docs. If you dont have anybody yet.
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HoboHob
Winter Celebration 2013
- Posts: 979
- Joined: Mon Nov 05, 2012 5:02 pm
Turner wrote:I would be happy to help with the docs. If you dont have anybody yet.Rakiru is working on the wiki.
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rakiru
Coder
- Posts: 1349
- Joined: Sun Nov 11, 2012 12:26 pm
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HoboHob wrote:rakiru*Turner wrote:I would be happy to help with the docs. If you dont have anybody yet.Rakiru is working on the wiki.
And I'm doing it because no-one else is. No reason there can't be multiple people doing it either.
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CommunistBlock
Deuce - Posts: 17
- Joined: Fri Nov 02, 2012 3:37 am
You should handle mods of iceball in a way that allows you to join a server running a modded copy of the game and you just have to have a copy of the mod in a folder or something and then you play without having to install it. Also I'm half programming retarded, don't go too hard on me.
Player downloads mod, puts into addons/mods folder. Player joins server running said mod, the game detects if the player has said in his mods folder and if he does then the game installs the mod itself and player plays. Then when he exits the server the game unmods itself.
Also it'd be nice to see what feature you plan to add in the distant future, when you release the game.
Player downloads mod, puts into addons/mods folder. Player joins server running said mod, the game detects if the player has said in his mods folder and if he does then the game installs the mod itself and player plays. Then when he exits the server the game unmods itself.
Also it'd be nice to see what feature you plan to add in the distant future, when you release the game.
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HoboHob
Winter Celebration 2013
- Posts: 979
- Joined: Mon Nov 05, 2012 5:02 pm
CommunistBlock wrote:You should handle mods of iceball in a way that allows you to join a server running a modded copy of the game and you just have to have a copy of the mod in a folder or something and then you play without having to install it. Also I'm half programming retarded, don't go too hard on me.Right now, the game auto installs mods.
Player downloads mod, puts into addons/mods folder. Player joins server running said mod, the game detects if the player has said in his mods folder and if he does then the game installs the mod itself and player plays. Then when he exits the server the game unmods itself.
Also it'd be nice to see what feature you plan to add in the distant future, when you release the game.
It downloads the client from the server.
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GreaseMonkey
Coder
- Posts: 733
- Joined: Tue Oct 30, 2012 11:07 pm
CommunistBlock wrote:You should handle mods of iceball in a way that allows you to join a server running a modded copy of the game and you just have to have a copy of the mod in a folder or something and then you play without having to install it. Also I'm half programming retarded, don't go too hard on me.This is what actually happens:
Player downloads mod, puts into addons/mods folder. Player joins server running said mod, the game detects if the player has said in his mods folder and if he does then the game installs the mod itself and player plays. Then when he exits the server the game unmods itself.
Also it'd be nice to see what feature you plan to add in the distant future, when you release the game.
- Player connects to server.
- Server tells client what the pathname of the mod is.
- Client requests pkg/$(MOD_PATH)/main_client.lua.
- Server compresses / sends main_client.lua to client.
- Client decompresses / runs main_client.lua, which usually pulls in a bunch of other crap from the server, typically Lua code + a whole bunch of assets.
- User enjoys game*.
Files can, if the code permits it, be read from a happy safe spot on the client's hard disk, and can also be written to even happier and safer spots, so modding can actually be permitted.
I now have versioning set up (currently up to 0.0-2, which starts on sound support but is functionally identical to 0.0-1), and I've added a feature to the Lua code which tells you what issues there are with your particular version of the client.
By the way, who did this? I noticed this just as I was checking the server program before I updated/restarted it:

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l582110521
Deuce - Posts: 11
- Joined: Sat Dec 22, 2012 5:04 am
All Right~~~~So Cool!!!
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Sample
Deuced Up - Posts: 83
- Joined: Wed Nov 21, 2012 8:37 pm
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Razor
Deuced Up - Posts: 69
- Joined: Tue Dec 11, 2012 10:23 pm
I could probably get you guys some non-copyrighted original sounds :)
Tell me what main sounds you want to focus on (rifle fire, scope, break block, place block ect) and Ill make them from scratch.
Tell me what main sounds you want to focus on (rifle fire, scope, break block, place block ect) and Ill make them from scratch.

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MrHaaax
Modder
- Posts: 1360
- Joined: Sun Nov 25, 2012 2:58 am
kmaj wrote:Is the rifle model definitive or just a placeholder?There is a newer, better-looking model somewhere in this thread. Otherwise, it's prob'ly placeholder.
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gamax92
Deuce - Posts: 17
- Joined: Sat Dec 15, 2012 5:18 pm
http://buildandshoot.com/viewtopic.php? ... =125#p2813
Setting up MSYS/MinGW build system for compiling SDL/OpenGL applications
Articsledder wrote:Made a rifle model, it's basically a mix of the Springfield 1903, Lee Enfield, and M1A. It's about 720 parts from what I remember.Also GreaseMonkey, to get the stderr.txt and stdout.txt files not to show up, you have to compile SDL and on the configure step, apply --enable-stdio-redirect=no
To view it download it below and place the file in the cslave folder and rename it editor.pmf (make sure you have nothing important in the original editor folder!) or replace the rifle.pmf file in \pkg\base\pmf to use it in game.
http://www.mediafire.com/?yn4ndisuvgc3edl
Setting up MSYS/MinGW build system for compiling SDL/OpenGL applications
[url=aos://1379434439:31887]
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rakiru
Coder
- Posts: 1349
- Joined: Sun Nov 11, 2012 12:26 pm
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I've created a page for people who want to help, but can't code.
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10se1ucgo
3 Years of Ace of Spades
- Posts: 198
- Joined: Sun Dec 16, 2012 4:29 pm
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