Iceball Project
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Dzhoel
Deuced Up - Posts: 116
- Joined: Sat Dec 15, 2012 5:49 am
The fog distance is fine. but if there were snipers it would be unsuitable (i dont want snipers to clarify)
Destroy the Blue Fascists!
Never bring a shotgun to a rifle fight
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HoboHob
Winter Celebration 2013
- Posts: 979
- Joined: Mon Nov 05, 2012 5:02 pm
I find it rather stupid that games have spread on weapons anyways. There is literally barely any noticeable spread on basically any weapon except sniper rifles in real life.
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Sonarpulse
Coder
- Posts: 443
- Joined: Thu Dec 13, 2012 7:18 pm
I think spread is supposed to simulate the fact that it's much more easier to aim with a mouse than aim in real life, as with a mouse you are rotating something around a fixed pivot point, while in real life you have two hands neither of which is fixed.
Which also means that shooters with a wiimote or something shouldn't have spread.
Which also means that shooters with a wiimote or something shouldn't have spread.
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Jordach
Deuced Up - Posts: 43
- Joined: Thu Dec 20, 2012 8:03 pm
Last night I attempted to implement voxel 3d models just like mat^2's OpenGL client.
https://github.com/Jordach/buldthensnip/tree/1.0-models
I managed to get the game to compile with the correct function, however it will need some work.
https://github.com/Jordach/buldthensnip/tree/1.0-models
I managed to get the game to compile with the correct function, however it will need some work.
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HoboHob
Winter Celebration 2013
- Posts: 979
- Joined: Mon Nov 05, 2012 5:02 pm
Jordach wrote:Last night I attempted to implement voxel 3d models just like mat^2's OpenGL client.I get the feeling this will lag beyond control.
https://github.com/Jordach/buldthensnip/tree/1.0-models
I managed to get the game to compile with the correct function, however it will need some work.
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Vucgy
Deuced Up - Posts: 226
- Joined: Sun Nov 18, 2012 1:57 pm
If the Developers of Iceball want to make a Tactical game they should disable Autoclimb :/
Now its just as AoS Run and Gun , without any building defending :P
Now its just as AoS Run and Gun , without any building defending :P


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rakiru
Coder
- Posts: 1349
- Joined: Sun Nov 11, 2012 12:26 pm
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Vucgy wrote:If the Developers of Iceball want to make a Tactical game they should disable Autoclimb :/The option is there for server admins to disable this. Obviously, we can't test it if it's disabled, so it will stay enabled on the dev server.
Now its just as AoS Run and Gun , without any building defending :P
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GreaseMonkey
Coder
- Posts: 733
- Joined: Tue Oct 30, 2012 11:07 pm
Also, I am of the belief that autoclimb is a good thing, but on the grounds that it saves spamming the spacebar. We'll have to work out some speed penalty for climbing, although I do believe there needs to be a way to build a fast upwards route... but I guess this could be handled by encouraging people to build towers up and then low gradient stairs down :)
Anyhow, there is a slight quality imbalance.

(Image: Reuters Triplefox)
The rifles appear to have slightly more than 2000 points each (kv62pmf?) so they might need some reduction (ideally I'd like them to hover around 1000), but to ensure this, I think we might need a better PMF editor. I Am Not A Designer, though, so I'd like ideas for a good interface (plus we might need some C-side line drawing routines).
Having said that, stuff at the 4000 point limit is really only nasty when it's really close to the screen.
Or are you thinking about the non-drunken camera?
Anyhow, there is a slight quality imbalance.

(Image: Reuters Triplefox)
The rifles appear to have slightly more than 2000 points each (kv62pmf?) so they might need some reduction (ideally I'd like them to hover around 1000), but to ensure this, I think we might need a better PMF editor. I Am Not A Designer, though, so I'd like ideas for a good interface (plus we might need some C-side line drawing routines).
Having said that, stuff at the 4000 point limit is really only nasty when it's really close to the screen.
Vucgy wrote:* The Rifle got a problem when you move it up/down it got some buggy blocks , making empty space (also showel)I really should make a tool to mass-resize the points in a model; having said that, I really should move the point squares closer to the camera.
Vucgy wrote:* The player models must be Fixed really , to look like now ( in AOS ) , Not this 2d Simpsons player with blocks turning at youWe can't just import the models from AoS, that would be a copyright violation. But yeah, see earlier in this post.
Vucgy wrote:* Also The Gun holding with One hand is ugly as hellWe'd need to get animations involving elbows. We currently don't have any elbows. Right now, I don't care. If someone DOES care enough, they can work on that and submit a patch or commit directly if they're a dev.
Vucgy wrote:* Also a big problem is that Sensitivity gets bigger as you aim more at the bottom / top its like senitivity 50 , That cant really be so There must be a steady and smooth sensitivity , Not some random sensitivity.If you know how the drunken camera works, you'll know what's actually going on. Having said that, if you host a server, you can turn the drunken camera off.
Or are you thinking about the non-drunken camera?
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Sasquatch
Mapper
- Posts: 141
- Joined: Wed Nov 14, 2012 5:18 pm
I will never understand why "spamming the spacebar" is a bad thing. Ever since I was playing computer games as a kid, that was my favorite button to mash. Maybe we should just remove walking because we're spamming WASD?
I make maps :3
My [url=aos://199772608:32887]dedicated server[/url] is NOT up and running... soz
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GreaseMonkey
Coder
- Posts: 733
- Joined: Tue Oct 30, 2012 11:07 pm
I have RSI. I do not want to be repeatedly bashing the same button over and over again, although I suspect the space mashing in that case is more precise stuff. Still, thinking about it makes my muscles slightly uneasy.
Allegedly at least one person has gone through a keyboard due to the button mashing pre-autoclimb, which is another issue I want avoided.
Allegedly at least one person has gone through a keyboard due to the button mashing pre-autoclimb, which is another issue I want avoided.
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TB_
Post Demon
- Posts: 998
- Joined: Tue Nov 20, 2012 6:59 pm
Also, sprinting should be nerfed imho.
Either have an invisible stamina bar, make the weapon sway if you have run a lot, or disable it completely.
Either have an invisible stamina bar, make the weapon sway if you have run a lot, or disable it completely.
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White Hot
Deuced Up - Posts: 360
- Joined: Tue Nov 06, 2012 1:33 am
GreaseMonkey wrote:I have RSI. I do not want to be repeatedly bashing the same button over and over again, although I suspect the space mashing in that case is more precise stuff. Still, thinking about it makes my muscles slightly uneasy.On the computer I used to play AoS on, my S key is gone.
Allegedly at least one person has gone through a keyboard due to the button mashing pre-autoclimb, which is another issue I want avoided.
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Fluttershy
Build and Shoot's 1st Birthday
- Posts: 165
- Joined: Mon Nov 05, 2012 7:00 pm
TBS wrote:Also, sprinting should be nerfed imho.Or just disable it in water and dont play on flat maps.
Either have an invisible stamina bar, make the weapon sway if you have run a lot, or disable it completely.
Sasquatch wrote:I will never understand why "spamming the spacebar" is a bad thing. Ever since I was playing computer games as a kid, that was my favorite button to mash. Maybe we should just remove walking because we're spamming WASD?Mashing any key to move in any game is just bad game design, you may bring up WASD but you're simply holding the button down for however long you need to move, its not tapping 50 times to climb stairs. Autoclimbs great, and as I've said before it just needs slowed down.
1.21 gigawatts!?!
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HoboHob
Winter Celebration 2013
- Posts: 979
- Joined: Mon Nov 05, 2012 5:02 pm
In Minecraft you smash the space key (especially in PvP servers) and no one complains...
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Fluttershy
Build and Shoot's 1st Birthday
- Posts: 165
- Joined: Mon Nov 05, 2012 7:00 pm
Theres a reason people build stairs/slabs
1.21 gigawatts!?!
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