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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theginjaninja09
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rakiru wrote:
theginjaninja09 wrote:
um...
pretty much every game in existence has grass.
and it would add another element of stealth.

sounds pretty fitting to me. long grass was often used for hiding in ww1.
"Pretty much every game"? That is the biggest exaggeration I've heard/read all day.
It's not going to do a lot for stealth when an enemy's name shows up when you look at them, when you're on the blue team, or when you have to disable grass because your computer can't render it fast enough. It would also require either adding in a block "type" property to each block, or just rendering grass on top of any block that's green.

This isn't WW1 though - it's a voxel shooter with weapons that resemble WW1.
"Pretty much every game"? That is the biggest exaggeration I've heard/read all day.
okay, so it was an exaggeration. ignore that statement.

It's not going to do a lot for stealth when an enemy's name shows up when you look at them.
I am pretty sure a name does not show up when you point your gun at the other team. I thought it was only your team. and If it does, it should be changed.

It's not going to do a lot for stealth when you're on the blue team.
even though green will camouflage better, it will still help blue camouflage as well.

your computer can't render it fast enough.
which is the main problem, Isn't it. Ace of Spades is never going to advance if a computer from the late 90's has to run it.
theginjaninja09
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rakiru wrote:
theginjaninja09 wrote:
um...
pretty much every game in existence has grass.
and it would add another element of stealth.

sounds pretty fitting to me. long grass was often used for hiding in ww1.
"Pretty much every game"? That is the biggest exaggeration I've heard/read all day.
It's not going to do a lot for stealth when an enemy's name shows up when you look at them, when you're on the blue team, or when you have to disable grass because your computer can't render it fast enough. It would also require either adding in a block "type" property to each block, or just rendering grass on top of any block that's green.

This isn't WW1 though - it's a voxel shooter with weapons that resemble WW1.
"Pretty much every game"? That is the biggest exaggeration I've heard/read all day.
okay, so it was an exaggeration. ignore that statement.

It's not going to do a lot for stealth when an enemy's name shows up when you look at them.
I am pretty sure a name does not show up when you point your gun at the other team. I thought it was only your team. and If it does, it should be changed.

It's not going to do a lot for stealth when you're on the blue team.
even though green will camouflage better, it will still help blue camouflage as well.

your computer can't render it fast enough.
which is the main problem, Isn't it. Ace of Spades is never going to advance if a computer from the late 90's has to run it.
HoboHob
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theginjaninja09 wrote:
It's not going to do a lot for stealth when an enemy's name shows up when you look at them.
I am pretty sure a name does not show up when you point your gun at the other team. I thought it was only your team. and If it does, it should be changed.
It's not going to do a lot for stealth when you're on the blue team.
even though green will camouflage better, it will still help blue camouflage as well.
your computer can't render it fast enough.
which is the main problem, Isn't it. Ace of Spades is never going to advance if a computer from the late 90's has to run it.[/
I am pretty sure a name does not show up when you point your gun at the other team. I thought it was only your team. and If it does, it should be changed.
Enemies names do show up when you look at them. I personally think this is fine
even though green will camouflage better, it will still help blue camouflage as well.
It won't help blue at all unless you have blue grass
which is the main problem, Isn't it. Ace of Spades is never going to advance if a computer from the late 90's has to run it.
It will lag systems across the board. Iceball doesn't make use of graphics cards or multiple CPU cores. Even on crazy insane i7's it still won't run optimally.
GreaseMonkey
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HoboHob wrote:
Ace of Spades runs much better. But IceBall still works on any computer that comes after 1993
Both AoS and Iceball run like ass on this desktop which is for all intents and purposes from 2003.

I'm tempted to shove in multiprocessing support, as the renderer could definitely do with it, and there's an easy place to shove it in (plus a not so easy place, too). Which reminds me, I really should finish the polygon-style cubemap-to-screen renderer. I'm looking into OpenMP right now.
Space Inspader
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Hey, Grease. Can you turn down the hearing distance for footsteps? The fog is wierd and it makes me go crazy when I hear someone walking around because when I think they're close I pop out and nobody is there so I hide until it keeps getting louder. Makes me paranoid.
Handles
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Ok guys shut up about the grass and mohammed(sorry if thats not it) iceball does work on older computers so what are you saying???
rakiru
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Cross-post from our glorious forums
Image

Iceball is coming along nicely, with most of the basic features we want implemented and, we think, bug-free. As such, we've decided to hold an event to celebrate and get feedback on the game now, and what direction you think it should take. Having a lot of us playing it at once should hopefully also help us uncover some of the more quiet bugs that haven't shown up before.

When?
This Saturday, 9th February, at 20:00 (8 PM) UTC.
This isn't set in stone, so if you can't make it, feel free to post a more suitable time on the main thread.

Where?
This will be hosted on the official Iceball dev server, which you can connect to with any of the following methods:
  • Double-click connect-rakiru.bat
  • Using run.bat/sh (if you built it yourself from source)
  • From the command line:
    Code: Select all
    iceball -c iceballga.me 20737
How?
If you haven't already got the latest build, go ahead and download that first. Once you've done that, extract it somewhere (such as C:\Games\Iceball) and tweak the config file (clsave\pub\user.json). The important parts are your name:
Code: Select all
"name": "yournamehere",
and this bit, which is true by default:
Code: Select all
"kick_on_join": false,
Jdrew
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WOW! I now have to admit to grease monkey that I'm an idiot, thanks rakiru for telling me to have kick on join to off..

After finally being able to play the game it really does feel like AoS just not like .75 I also noticed some things I would like added:

1) sprint because then you don't have to be as slow and most games already have it

2) make it so that guns gun destroy blocks easier

3) buff the grenade on block damage, right now it just feels like an RPG

I love what you guys have done and might even contribute something of my own!
rakiru
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jdrew wrote:
WOW! I now have to admit to grease monkey that I'm an idiot, thanks rakiru for telling me to have kick on join to off..

After finally being able to play the game it really does feel like AoS just not like .75 I also noticed some things I would like added:

1) sprint because then you don't have to be as slow and most games already have it

2) make it so that guns gun destroy blocks easier

3) buff the grenade on block damage, right now it just feels like an RPG

I love what you guys have done and might even contribute something of my own!
I thought I'd be nice, but the whole point of that is so people READ THE FUCKING MANUAL. It's a retard filter.
Jdrew
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rakiru wrote:
jdrew wrote:
WOW! I now have to admit to grease monkey that I'm an idiot, thanks rakiru for telling me to have kick on join to off..

After finally being able to play the game it really does feel like AoS just not like .75 I also noticed some things I would like added:

1) sprint because then you don't have to be as slow and most games already have it

2) make it so that guns gun destroy blocks easier

3) buff the grenade on block damage, right now it just feels like an RPG

I love what you guys have done and might even contribute something of my own!
I thought I'd be nice, but the whole point of that is so people READ THE FUCKING MANUAL. It's a retard filter.
It works really well
Handles
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wow it took you this long to figure it out?
Space Inspader
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Jdrew isn't your typical idiot.
GreaseMonkey
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jdrew wrote:
1) sprint because then you don't have to be as slow and most games already have it
As per 0.70 and earlier, there is no sprint feature. Hell, even AssaultCube doesn't have sprint. We're actually more concerned about slowing down specific movements, such as hill climbing. Having said that, there are ideas of having some form of transport so one can, with plenty of preparation, go from one point to another much more quickly.
jdrew wrote:
2) make it so that guns gun destroy blocks easier
As per 0.70 and earlier, blocks take 3 shots to break. Even with people using the SMG, I was able to collapse stuff easily in AoS using the rifle, and yes, they took 3 shots back then, too.
jdrew wrote:
3) buff the grenade on block damage, right now it just feels like an RPG
As per all versions of AoS, the block damage is a 3^3 volume. What we really need to do is tweak the player damage so that grenades are actually useful.
Maybe I need to shove click-drag building in to help compensate. That was one of the few good things about 0.75.

By the way guys, if you have the latest trunk, and a 4.6 version of GCC (the 4.7 MinGW version crashes in the TGA loader, and we don't know why yet - 10se1ucgo, you should probably downgrade to 4.6), and more than one core, you can try out 0.0-17 or 0.0-18 (they're basically the same) and there's a bit of OpenMP stuff in it so it should run slightly faster.

I haven't managed to speed up the raycasting step, though. I tried, but it ended up being slower.
Handles
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talking about grenades can you self distruct yourself like in aos? I haven't tried it...
BR_
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jdrew wrote:
1) sprint because then you don't have to be as slow and most games already have it
Hold the spade, you'll move a bit faster.
jdrew wrote:
2) make it so that guns gun destroy blocks easier
I partially agree with this, but there's no way to make it take 2.5 shots so I don't know how I'd implement a compromise.
jdrew wrote:
3) buff the grenade on block damage, right now it just feels like an RPG
As GM said, block damage is fine, but player damage is super-weak (you can stand a couple blocks away from one without too much fear).
jdrew wrote:
I love what you guys have done and might even contribute something of my own!
I hope you do!
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