Well, we did test BR's nukes, which are definitely not going to be as "readily-available" as they were during testing :) but they might show up at some stage... but more as an objective rather than a "drill launcher", so to speak.
If I understand correctly, the mines should be fairly good, so they should be OK to test at the very least. If they turn out to be crap... well, that's why we test stuff ;D
Iceball Project
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GreaseMonkey
Coder
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Gunslinger
Deuced Up - Posts: 143
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GreaseMonkey wrote:Well, we did test BR's nukes, which are definitely not going to be as "readily-available" as they were during testing :) but they might show up at some stage... but more as an objective rather than a "drill launcher", so to speak.Whenever I hear nukes in a video game, I think of this purty gem.
If I understand correctly, the mines should be fairly good, so they should be OK to test at the very least. If they turn out to be crap... well, that's why we test stuff ;D
Pls mek Nuclear Dawn influences ien Iceballz, kthnksbye.
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ZaniTeaDrinker
Deuced Up - Posts: 94
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GreaseMonkey are you going to insert the piano falling ?
On Topic:I still haven't tried to play iceball but I saw some videos and it seemed really fun but I think that the shovel should have a animation moving cause it seems so lame when you destroy something.
On Topic:I still haven't tried to play iceball but I saw some videos and it seemed really fun but I think that the shovel should have a animation moving cause it seems so lame when you destroy something.
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BR_
Coder
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ZaniTeaDrinker wrote:GreaseMonkey are you going to insert the piano falling ?But the piano does fall :D![]()
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On Topic:I still haven't tried to play iceball but I saw some videos and it seemed really fun but I think that the shovel should have a animation moving cause it seems so lame when you destroy something.
Shovel animation has been on todo list for a while but nobody has wanted to pick it up. I might give it a try.
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HoboHob
Winter Celebration 2013
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I was working on a shovel animation. I got the normal animation to work fine, but right clicking was messed up for some reason.
EDIT: GreaseMonkey, how the frick do I build the OpenGL version?
I can build the non-gl version just fine. What libs do I need for the OpenGL version. Can't find any documentation anywhere.
EDIT: GreaseMonkey, how the frick do I build the OpenGL version?
I can build the non-gl version just fine. What libs do I need for the OpenGL version. Can't find any documentation anywhere.
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melchips
Coder
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TB_
Post Demon
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oh god that looks great.
Also, I've played a bit of red orchestra lately, which has got me interested. I wonder how aos would be if scoping wouldn't zoom you in, but you wouldn't have a target.png when not zoomed. This would make it harder to kill people from far away, which could make removing the fog more of an option.
Would be cool to at least try that, and then see how it would pan out.
Also, I've played a bit of red orchestra lately, which has got me interested. I wonder how aos would be if scoping wouldn't zoom you in, but you wouldn't have a target.png when not zoomed. This would make it harder to kill people from far away, which could make removing the fog more of an option.
Would be cool to at least try that, and then see how it would pan out.
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HoboHob
Winter Celebration 2013
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melchips wrote:Hello, we just commited smooth lighting and antialias in Iceball (OpenGL version only).Download plox?
The game now looks like this :
For this, you can enable the two options in clsave/config.json : "antialiasinglevel" (needs to be >0) and "smoothlighting" (set it to true).
I haven't been able to successfully build the GL version as of yet.
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GreaseMonkey
Coder
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Sonarpulse
Coder
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Jagex you mad? Ain't quite per-pixel ambient occlusion but should be a lot faster by the looks of it.
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StopSignal
Build and Shoot's 1st Birthday
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This is going to kill 1.0
Build and Shoot Signature Generator
Behind you, whisphering "goodbye", before shooting...
Come and see my awesome Robot Pack! http://buildandshoot.com/viewtopic.php?f=12&t=2603
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TB_
Post Demon
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Well, that is if iceball gets official support by buildandshoot and a migration. There has been some critique of iceball. Something about it using a different way of handling stuff so that it can't use pyspades and some other stuff. I'm not intellectual enough to fully describe what I'm talking about.
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GreaseMonkey
Coder
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StopSignal wrote:This is going to kill 1.0Only if you help by actually getting people to play it. (The docs are a bit shit, but at least for now you can just double-click on connect-rakiru.bat)
TB_ wrote:Well, that is if iceball gets official support by buildandshoot and a migration. There has been some critique of iceball. Something about it using a different way of handling stuff so that it can't use pyspades and some other stuff. I'm not intellectual enough to fully describe what I'm talking about.It uses a different protocol (hell, even at layer 4 - it uses TCP, not UDP, with no plans for UDP support). For pyspades/pysnip to support Iceball, it will ultimately have to support Iceball's protocol AND have a faithful implementation of Ace of Spades in Lua.
Sonarpulse wrote:Jagex you mad? Ain't quite per-pixel ambient occlusion but should be a lot faster by the looks of it.Nearly 60fps on an Intel 3000HD, compared with about 12FPS playing Subversive Takedown in high quality (the SSAO shader is quite taxing). Unfortunately, performance on that one person's nVidia card is going to be worse. (Thankfully, you can turn it off.)
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Tiki
League Participant
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Stop logging me out bns
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TB_
Post Demon
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Doubt there will be a lot of people playing it as long as the idiot-proof thingie is on. But anyway, why don't you want UDP support. And is it possible for pyspades to be compatible with iceball without having to rewrite all scripts?
I also have very little knowledge of what I'm talking about here, so sorry about that.
I also have very little knowledge of what I'm talking about here, so sorry about that.
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