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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Webster
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Damn, the graphics look amazing
Lemon
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Webster wrote:
Damn, the graphics look amazing
Yes, yes, it does look good. Now, does it run on your grandma's rig? As mine might be the equivalent.0
GreaseMonkey
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If your grandma bought a new rig quite recently, yes.

If you're on an Intel GMA that can't into shaders, then you'll want to drop the fog distance to 60, and there's a couple of config options mentioned in docs/troubleshooting.txt I think.
Jdrew
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Is there a way to make server scripts like pyspades but in lua instead?
TB_
Post Demon
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So it's not possible to just deactivate shaders from your client?
Also, what will the "default" map be? People have probably asked you that before, but I can't remember if that's the case.
GreaseMonkey
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1. You can disable the smooth lighting, but tbqh it doesn't really have any real effect on performance. If you're talking about GLSL shaders, however, those aren't supported yet.
2. The default map is that map generator, although the default settings are 512x512x96 - other sizes are just rescaled 512x512x96.

jdrew: There isn't much in the way of framework for running pyspades-style scripts on the Lua end, so right now you'd be best to just manhandle the code and put up a patch somewhere. Ideally I'd like there to be a nice modular modding system, but at this stage, there simply isn't.
TB_
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Why not classicgen?

And also, what's going to suck is the scripts being incompatible with iceball. We have so many great scripts for .76/.75.
GreaseMonkey
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For classicgen: I guess we could generate a map and load it on the official server. Any requests for nice seeds? Post a screenshot + a link to a zipped .vxl (.zip ONLY, DO NOT USE RAR OR 7Z).
It's not going to be the default map. We want a generator that's LGPL-licensed - Genland has a slightly weird licence.

Any requests for specific really useful scripts to be rewritten?

I feel it would be wrong to port some of the scripts directly as they're just blatant hacks around the AoS protocol.
Code: Select all
-- pkg/iceball/beep/main.lua
-- WARNING: UNTESTED
-- VERY WARNING: WILL BE ANNOYING AS HELL IF IT WORKS
local PKT_BEEP = network.sys_alloc_packet()
local wav_beep = nil
if client then
  wav_beep = common.wav_load("pkg/iceball/beep/beep.wav")
end

command_register({
  command = "beep",
  permission = nil,
  usage = "/beep",
  func = function (plr, plrid, neth, prms, msg)
    net_broadcast(nil, common.net_pack("B", PKT_BEEP))
  end
})

network.sys_handle_s2c(PKT_BEEP, "B", function (neth, cli, plr, sec_current, pkt)
  common.wav_play_local(wav_beep)
end)
TB_
Post Demon
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I sort of just now realized that not having scripts compatible might not be so bad after all, as people will be able to have custom servers with whatever mods they want sent to the client. Which will make it possible to use hotkeys instead of commands for things like airstrike, reviving etc...

Anyway, just downloaded the newest version and played around a bit.
Some random feedback:

Jumping feels wrong, I'm sure you're already aware of that, but yeah. It doesn't seem like your running velocity has anything to say when you jump, because you seem to just stop in the air.

A single block can't shield you from grenades like on .75 or .76. I know it's not super-realistic. But I really do love the grenades in the current game. Because if you're smart you can quickly place a block or two and get shielded from a grenade that someone throws right next to you. Grenades also bounces very little, and they don't seem to be thrown farther when you jump and throw at the same time.

You can't sprint, which I don't really mind at all. If you ever implement it, maybe there could be a penality of using it, like your camera sways a lot more for a small cool-down period to simulate being exhausted, and not managing to hold your weapon properly.

The game doesn't seem to stretch into widescreen like it currently does, not a big fan of that. Will the game be in 16:9 or an option for stretching come out later?

I'm not a big fan of the color selection being open at all times. less clutter is a good thing. And while that is said, it would look nicely if the health is above the ammo. Like on .76, it just looks very slick.


When you place a block above the intel/tent it automatically goes ontop of that block. Which is a nice thing with tents, as it prevents people from "protecting" their teams tent. However, digging down the intel has more of a funciton. So I'm not a big fan of that.

Falk3n got this glitch.
He also noticed that the rubble (which is very nice btw) goes over the chat text. Which is sort of wrong.
And that the things in the top left corner dissapears if you get too close to blocks, but I guess that's related to the seeing through blocks glitch when you're too close.

Random reminder of the right clicking nades on the floor to shove it away suggestion. Which will be useless most of the times, but very fun if you can do it. Also, crawling.
----------------------------

No idea what the LPGL license is about. Are you going to find a generator somewhere on the internet that is licensed in a certain way? I really hope it's not the map that is on now. The grass barely changes at all, and it's too colorful for the style of ace of spades. I'll try to find a good seed for classicgen later, maybe tomorrow. Right now I'm sort of sleepy.
GreaseMonkey
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Iceball 0.1 released!

Thread: http://iceballga.me/showthread.php?tid=25


Image

TB: Thanks for your feedback. Here's some notes.

It should be easier nowadays changing the intel (and tent?) behaviour as we have a lovely function in lib_vector.lua which I can't remember the name of. I might fix that tomorrow, I'm a bit tired right now.

As for sprinting, at the moment if you hold a spade in your hand you move faster.

The glitch Falk3n mentioned? Oddly enough it's actually quite useful, you don't have to hang really closely to the edges to build stuff, but if everyone thinks it's a pain in the ass I can remove it.

Getting the jumps right without the game being too fast or too slow might be a pain in the ass, but I suspect all you need to do is change a couple of MODE_PSPEED_* constants in pkg/base/common.lua.

If you have a 16:9 resolution, you can play in 16:9 but it maintains the 90 degree FOV, so you end up losing the top and bottom.

The grenade damage model was a bit of an experiment. I might end up dropping the indirect explosion stuff - they have plenty of grunt even without that.

I'm not sure what you mean by the grenade right clicking thing.
Webster
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Mother of god, it's finally at .1 Blue_Happy1 Blue_Happy1 Blue_Happy1 Blue_Happy1 Blue_Happy1 Blue_Happy1 Blue_Happy1
HermanCain
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GreaseMonkey wrote:
The glitch Falk3n mentioned? Oddly enough it's actually quite useful, you don't have to hang really closely to the edges to build stuff, but if everyone thinks it's a pain in the ass I can remove it.
I prefer it the way it is.
GreaseMonkey wrote:
I'm not sure what you mean by the grenade right clicking thing.
I think he means that when a grenade is on the ground beside you, by right clicking you can hit it away some distance.
TB_
Post Demon
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Spot on herman. The spade does a nice swinging animation. It would make sense that if you did a movement like that with your spade and there was a nade infront of you, you'd toss it away. Which as I said, it's not very important or anything. But it would be fun.

Also, congrats on 0.1!
I told sham yesterday while playing that I didn't think it would be long. But I'm surprised it's here already. Blue_Happy1
Lawliet
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This is turning out great. The lighting is my most favorite. This could be as good as Ace of Spades 1.0 or even better.
Nice job GreaseMonkey and all the helpers.
TB_
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We just need a serverlist now and the ball should start rolling.
I'm hoping the competition between servers will lead to some great mods being created. Blue_BigSmile
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