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 39 of 94 First unread post
rakiru
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Sonarpulse wrote:
HoboHob wrote:
Who is Nix?
rakiru quoted me in his first post about this, so I guess I am?
Really sorry guys, but I was talking on IRC at the same time, so mixed up usernames. My bad. :3
Dzhoel
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Joined: Sat Dec 15, 2012 5:49 am


Monstarules wrote:
Sniper Rifle-Replaces rifle. Keeps damage, but has 100% accuracy. CLIP SIZE: 10 MAX AMMO: 40
Assault Rifle-replaces current SMG. Automatic. 20 Headshot or body damage (to balance it out). Fires slower. CLIP SIZE: 30 MAX AMMO: 150
Wow, things havent at all changed from the old Ace of Spades.
No snipers and especially if it replaces the standard rifle! these are frontline soldiers, not specialists. They will not fit in the game, the fog distance is too short for the rifle to be useful and it clutters up the weapon selection.
And right there you OP'd the assault rifle to be the best. it has more ammo and has no hp difference whether or not you shoot the head. Why add a head if you're not going to make it better to hit the head?

I didn't quote you on this but vehicles? seriously? it wont work on the blocky trench warfare esque terrain, spawning would be a bitch and most importantly does not fit the game. Its a foot war not a 1337 game about 360 n0 sk0p3szz and trollin users with mah jeep hehe. Not to mention all the Brazillians would abuse all this and make shity commentaries on youtube laughing at everyone they kill just like all the other dimwits on youtube that already do that with Battlefield videos

The point of Ace of Spades was that it was supposed to be different and unique that required skills you couldn't transfer from other games.

This is not Call of Duty or Battlefield 3 kid.
Monstarules
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THE ASSAULT RIFLE HAS A LESSER ROF. IT WOULD BE UNFAIR TO POWER IT MORE. AR's are powerful in real life. And I don't play Call of Duty.
TheSifodias
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Joined: Fri Nov 23, 2012 9:29 pm


Looking at the Iceball version, there are a couple of (I think) quick things that I would like to change:
- Easier to Erase Chat,
- Better text in the score screen.
- Loading Screen w/ Art Splash?
- PNG or PMF files for sights.

But other than that, great build. Really enjoyed the different animations.
Dzhoel
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Monstarules wrote:
THE ASSAULT RIFLE HAS A LESSER ROF. IT WOULD BE UNFAIR TO POWER IT MORE. AR's are powerful in real life. And I don't play Call of Duty.
ah yea, that really balances the game that has attack helicopters, mounted machine guns jeeps and tanks.
This game will never have any of these features, nor will Iceball
Renomaki
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Joined: Mon Jan 07, 2013 6:32 pm


I like the idea of more weapons. It would give birth to new sounds of war on the battlefield... Music to my ears. It already is a pleasure to hear SMGs and Rifles all firing at once, making even the smallest battle an orchestra of death and decay. Imagine stationary machine guns, mortars and panzerfaust added to such an orchestra?

Of course, if I ever knew how to program, I would try to make sure such weapons weren't too powerful. You die too easily as it is, why make it easier to get blown away?
Sonarpulse
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Joined: Thu Dec 13, 2012 7:18 pm


I think the best gameplay would be plain 'ole rifle, spade, mortar or WW1 howitzer you dragged/rolled around (limited per team), and grenades that no longer damage structures as much.

This breaks the WW1 theme, but perhaps an imaginary weapon that half pistol half shot-gun in attributes and gameplay role would also be interesting.
Cajun Style
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Joined: Fri Dec 07, 2012 11:04 am


A sort of "mod index" might help when you for instance make a mission pack that relies on some weapons.
When it's done, I'm going to look into making my own weapon sets. Should be interesting.
BTW it might be a bug, but I really like the way you sort of struggle to get up a two-block high barrier when you jump. I kinda dig the footstep sounds too, though they could use a bit of easing on the ears.
Sonarpulse
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Cajun Style wrote:
A sort of "mod index" might help when you for instance make a mission pack that relies on some weapons
Ideally Iceball would have a full blown package manager with dependency management.
Monstarules
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kmaj wrote:
Monstarules wrote:
THE ASSAULT RIFLE HAS A LESSER ROF. IT WOULD BE UNFAIR TO POWER IT MORE. AR's are powerful in real life. And I don't play Call of Duty.
That's what I've been always saying. The reason Napoleon won WWI was basically the fact that his Hoplites had access to assault rifles.
I'm not going to ask.
Dzhoel wrote:
Monstarules wrote:
THE ASSAULT RIFLE HAS A LESSER ROF. IT WOULD BE UNFAIR TO POWER IT MORE. AR's are powerful in real life. And I don't play Call of Duty.
ah yea, that really balances the game that has attack helicopters, mounted machine guns jeeps and tanks.
This game will never have any of these features, nor will Iceball
Well hey. Why do you think I added a bazooka or TNT to the idea list?
Renomaki
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I think it's best to keep everything on foot. Otherwise, people would spend more time fighting over who gets to fly the helicopter instead of fighting the enemy.

And, when you think about it, the SMG is pretty much an AR already. No need for a second one.
rakiru
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Renomaki wrote:
I think it's best to keep everything on foot. Otherwise, people would spend more time fighting over who gets to fly the helicopter instead of fighting the enemy.

And, when you think about it, the SMG is pretty much an AR already. No need for a second one.
There isn't an SMG, so it wouldn't be a second one...
HoboHob
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Joined: Mon Nov 05, 2012 5:02 pm


I've just about given up on this thread. People fighting and arguing over what should go in the game.

Let GreaseMonkey freaking develop it and give him critique later on.
rakiru
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Joined: Sun Nov 11, 2012 12:26 pm


HoboHob wrote:
I've just about given up on this thread. People fighting and arguing over what should go in the game.

Let GreaseMonkey freaking develop it and give him critique later on.
I wouldn't mind so much if people didn't continue to demand things that GreaseMonkey has said will never be added in the main game, but when people keep "suggesting" adding an SMG, it's just annoying.
GreaseMonkey
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Joined: Tue Oct 30, 2012 11:07 pm


Sadly, I am currently suffering from a bout of RSI, and am trying to rest my arms. This means I will be mostly unavailable for the next few days.

Triplefox, mind taking the lead for now? I've sent you a PM.

LDRoT IRCops, if Triplefox ever registers with nickserv in #iceball, mind giving him level 5 on the access list? His hostmask should say sbcglobal in it.

Developers, could you please help out with these things on the TODO list?

- Documentation: just document what you can. Copy-paste from a similar page in msrc/ if you're stuck. To build the manual, run genmanual.py in Python 2.x. If docs exist in docs/, feel free to convert them to HTML. Don't worry too much about the file formats, I can cover that when I return. (On that note: BR, you shouldn't need the SDL source to build for Windows, just SDL-devel.)

- clsave/config.json: The JSON parser requires a Lua state. Create a separate state for parsing the config, then use the Lua API to dig through the table. If you can, delete the state afterwards (using the Lua API).

- JSON writer: Must be in-memory. Please use realloc() for this.

- net_pack/unpack: These need to be made uncrashable. Probably the easiest thing on the list. Treat everything out-of-range as 0x00.

- make clientside kick/disconnect not suck: Probably best to add in some client.hook_kick hook, and make net_recv or whatever it's called return "false" if disconnected and the buffer is empty.

Here's the stuff I need to do:

- fix the fix I did to get the correct rendering order for blocks so none of them poke inwards. If you want to try this, I think the fix involves changing a < to a <= in something like "while(b_pmid->y < byi)".

- add per-side shading to blocks.
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