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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HoboHob
Winter Celebration 2013
Winter Celebration 2013
Posts: 979
Joined: Mon Nov 05, 2012 5:02 pm


I tried to record, but bandicam derped.
DrEvilBrain
Deuce
Posts: 17
Joined: Thu Dec 13, 2012 12:16 am


GreaseMonkey wrote:
DrEvilBrain wrote:
Nice to see that things are coming really into place.

There is just one thing I hate about the GUI though (it may just be a nitpick however). It's the numbers. Just annoys me how it seems like it was made in MSPaint with the Freehand tool.
Seems you haven't pulled lately.
The freehand numbers were done by me using gimp, the shadows done by colour-select, selection grow/feather, and spewing the bucket onto a new layer.
Triplefox has stuck in some gradiented numbers to replace them as he was kinda sick of them himself.
Looks like I need to update my version of Iceball then.

I probably have one from last year.
GreaseMonkey
Coder
Coder
Posts: 733
Joined: Tue Oct 30, 2012 11:07 pm


[11:10:21] * Now talking on #buildandshoot
[11:10:21] * Topic for #buildandshoot is: Official Build and Shoot IRC Channel
[11:10:21] * Topic for #buildandshoot set by StackOverflow at Sat Jan 26 17:09:06 2013
[11:14:34] * Wild Jasz appears! (webchat@* -> #buildandshoot)
[11:14:54] * teflon fainted! (~Miranda@teflon.users.quakenet.org -> Ping timeout)
[11:15:57] <Jasz> Hello, I have Iceball running on my Linux Mint, but I don't know how to connect to a server. Clicking on one of the servers on the site brings me the message that Firefox doesn't know what aos is and I don't know any IPs to connect to from terminal.

Made my day :)

But yeah, Iceball is not an Ace of Spades client.

Having said that, we've been working extra hard* on giving you** Spectator mode and Build mode!
* It took about an hour to get to this point. ** Offer does not apply to people who aren't admins.

Now you can create the exceptional masterpiece you've always dreamed of!
Image
(that was probably rakiru.)

EDIT: Oh, right. The map generator is better now.

Image
Image
(yes it is)
Des
Deuce
Posts: 6
Joined: Thu Dec 13, 2012 4:29 am


Wow you guys really made some progress! I've been on hiatus building my new computer and I come back a month later and this is the result! Green_BigSmile
rakiru
Coder
Coder
Posts: 1349
Joined: Sun Nov 11, 2012 12:26 pm


The hole was me, but the tower wasn't. Since the base refills your blocks, anyone could just stand in it an look down and build. lol
Dzhoel
Deuced Up
Posts: 116
Joined: Sat Dec 15, 2012 5:49 am


The PMF editor is shocking
I boot it up, the wasd and ijkl keys work for movement but when i try a command key (such as F10 to load a model)
it fails to do anything. am i doing something wrong? would like to contribute stuff (such as a better player skin xD)
TB_
Post Demon
Post Demon
Posts: 998
Joined: Tue Nov 20, 2012 6:59 pm


You obviously don't like the smg. But what do you think of the mountable machine gun?
BozoDel
Deuced Up
Posts: 61
Joined: Fri Nov 30, 2012 12:56 am


GreaseMonkey wrote:
Now you can create the exceptional masterpiece you've always dreamed of!
Image
(that was probably rakiru.)
Damn! How high does that shit go? Can it go beyond 64 blocks high?
rakiru
Coder
Coder
Posts: 1349
Joined: Sun Nov 11, 2012 12:26 pm


BozoDel wrote:
GreaseMonkey wrote:
Now you can create the exceptional masterpiece you've always dreamed of!
Image
(that was probably rakiru.)
Damn! How high does that shit go? Can it go beyond 64 blocks high?
Indeed it can.
GreaseMonkey
Coder
Coder
Posts: 733
Joined: Tue Oct 30, 2012 11:07 pm


Dzhoel wrote:
The PMF editor is shocking
I boot it up, the wasd and ijkl keys work for movement but when i try a command key (such as F10 to load a model)
it fails to do anything. am i doing something wrong? would like to contribute stuff (such as a better player skin xD)
*cough* stdout.txt *cough* commandline arguments *cough* read the fucking manual *COUGH* *COUGH*
Also F10 is save, not load. Load is F3.
BozoDel wrote:
Damn! How high does that shit go? Can it go beyond 64 blocks high?
The generator defaults to 96 high. The current hard limit is 128, and I'm not sure if that even works. Maybe I'll bump it up to 256 in the future, although in that case I will have to make damn sure it reads the information as unsigned.

You might also notice that the map is 256x256 (4x4 in squares). Basically, any sane power of 2 will work, so you could do a 512x128, which seems to be what all the cool kids use nowadays. Just make sure, at least for now, that it's at least 128x128 (2x2), otherwise it'll render weirdly wrt the map wrapping around on itself.
TB_
Post Demon
Post Demon
Posts: 998
Joined: Tue Nov 20, 2012 6:59 pm


Might as well keep it to 128, unless you're planning on extending the fog distance.
BozoDel
Deuced Up
Posts: 61
Joined: Fri Nov 30, 2012 12:56 am


OH SO MUCH LOVE!
TBS wrote:
Might as well keep it to 128, unless you're planning on extending the fog distance.
Keeping what to 128? The height or the map sides measure? In any case, I find it hard to believe that extending the fog distance would do any good. Unless it were a really tall level with planes and shit, and that's thinking too far ahead.

Let's imagine the 512x128 map Grease suggested. It seems very appropriate for ToW, or even CTF, and the fog distance keps the combat in more restricted areas. I think.

BUT it's always good to test things instead of just speculating, and it will be nice if fog distance is a configurable value.
rakiru
Coder
Coder
Posts: 1349
Joined: Sun Nov 11, 2012 12:26 pm


I believe fog distance is currently configurable, and hopefully it will be possible to set it via map metadata in future.
TB_
Post Demon
Post Demon
Posts: 998
Joined: Tue Nov 20, 2012 6:59 pm


BozoDel wrote:
OH SO MUCH LOVE!
TBS wrote:
Might as well keep it to 128, unless you're planning on extending the fog distance.
Keeping what to 128? The height or the map sides measure? In any case, I find it hard to believe that extending the fog distance would do any good. Unless it were a really tall level with planes and shit, and that's thinking too far ahead.

Let's imagine the 512x128 map Grease suggested. It seems very appropriate for ToW, or even CTF, and the fog distance keps the combat in more restricted areas. I think.

BUT it's always good to test things instead of just speculating, and it will be nice if fog distance is a configurable value.
The height, not the sides. Theres no point in it being more than 128 if the fog is as it is now.
Monstarules
Organizer
Organizer
Posts: 494
Joined: Sun Dec 16, 2012 4:44 pm


I know that this is off topic, but is that a Skifree avatar?
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