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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GreaseMonkey
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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
Gunslinger
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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.

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
Whenever I hear nukes in a video game, I think of this purty gem.

Pls mek Nuclear Dawn influences ien Iceballz, kthnksbye.
ZaniTeaDrinker
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GreaseMonkey are you going to insert the piano falling ? Green_Wink1 Green_tongue

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.
BR_
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ZaniTeaDrinker wrote:
GreaseMonkey are you going to insert the piano falling ? Green_Wink1 Green_tongue

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.
But the piano does fall :D

Shovel animation has been on todo list for a while but nobody has wanted to pick it up. I might give it a try.
HoboHob
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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.
melchips
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Hello, we just commited smooth lighting and antialias in Iceball (OpenGL version only).

The game now looks like this :
Image

For this, you can enable the two options in clsave/config.json : "antialiasinglevel" (needs to be >0) and "smoothlighting" (set it to true).
TB_
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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.
HoboHob
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melchips wrote:
Hello, we just commited smooth lighting and antialias in Iceball (OpenGL version only).

The game now looks like this :
Image

For this, you can enable the two options in clsave/config.json : "antialiasinglevel" (needs to be >0) and "smoothlighting" (set it to true).
Download plox?

I haven't been able to successfully build the GL version as of yet.
GreaseMonkey
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And now it looks like this.

Image

Nice work, melchips.
Sonarpulse
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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.
StopSignal
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This is going to kill 1.0
TB_
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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.
GreaseMonkey
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StopSignal wrote:
This is going to kill 1.0
Only 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.)
Tiki
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melchips wrote:
The game now looks like this :
Image
Wow that's looking great
TB_
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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.
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