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.
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Sonarpulse
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BozoDel wrote:
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...
AFIAK 1.3 became 2.0 because the difference between 1.2 and 1.3 had become so big.
rakiru
Coder
Coder
Posts: 1349
Joined: Sun Nov 11, 2012 12:26 pm


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?

proto_main.txt defines the C-side network protocol, followed by the Lua-side protocol for the base game.
I started work on the wiki yesterday. I'd definitely recommend using a wiki, even if it is the github one.
Turner
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I would be happy to help with the docs. If you dont have anybody yet.
HoboHob
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Winter Celebration 2013
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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.
rakiru
Coder
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Joined: Sun Nov 11, 2012 12:26 pm


HoboHob wrote:
Turner wrote:
I would be happy to help with the docs. If you dont have anybody yet.
Rakiru is working on the wiki.
rakiru*
And I'm doing it because no-one else is. No reason there can't be multiple people doing it either.
CommunistBlock
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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.
HoboHob
Winter Celebration 2013
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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.

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.
Right now, the game auto installs mods.

It downloads the client from the server.
GreaseMonkey
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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.

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.
This is what actually happens:
  • 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*.
* Enjoyment not guaranteed.

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:
Image
l582110521
Deuce
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Joined: Sat Dec 22, 2012 5:04 am


All Right~~~~So Cool!!!
Sample
Deuced Up
Posts: 83
Joined: Wed Nov 21, 2012 8:37 pm


Time to work on the graphics. Blue_Happy2
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.
MrHaaax
Modder
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.
gamax92
Deuce
Posts: 17
Joined: Sat Dec 15, 2012 5:18 pm


http://buildandshoot.com/viewtopic.php? ... =125#p2813
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.

Image

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
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
Setting up MSYS/MinGW build system for compiling SDL/OpenGL applications
rakiru
Coder
Coder
Posts: 1349
Joined: Sun Nov 11, 2012 12:26 pm


I've created a page for people who want to help, but can't code.
10se1ucgo
3 Years of Ace of Spades
3 Years of Ace of Spades
Posts: 198
Joined: Sun Dec 16, 2012 4:29 pm


can u pls add da ub3r 1337 es em geee?????
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