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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Yakkers
Deuce
Posts: 9
Joined: Fri Dec 14, 2012 12:15 am


I've never used LUA (outside of MC's computercraft, at least) but I'm a bit of a code monkey so I'd love to help if I can get the hang of the engine.
I'm also interested in some design stuff once the project gets to that phase, I have pages of little changes in mind to both CTF and TC to promote building and defensive gameplay.

So, I'll compile the build and tweak around with it a bit and see if I can familiarize myself with it enough to help with development.
Triplefox
Scripter
Scripter
Posts: 32
Joined: Thu Nov 22, 2012 5:28 am


Yakkers wrote:
So, I'll compile the build and tweak around with it a bit and see if I can familiarize myself with it enough to help with development.
Welcome! We recommend you get on IRC if you have questions or want to share something quick :)
MrWeeble
Deuce
Posts: 6
Joined: Sat Nov 24, 2012 11:18 am


I like what you guys are doing. But you seem to be having trouble with the objects (guns, spade, intel, etc) So if you guys are still using the same system as normal aos (kv6, png, wav) then I will be able to help you with this....
Semper
Deuced Up
Posts: 627
Joined: Thu Nov 01, 2012 6:41 pm


So if I run my own server would I be able to add more weapons to it?
Triplefox
Scripter
Scripter
Posts: 32
Joined: Thu Nov 22, 2012 5:28 am


Imagine the intel case i posted in the last update spinning around. It does that now...so the GUI system can now do everything necessary to replace the existing UI. Will hopefully work on that. May get distracted by Ludum Dare this coming weekend.
Semper wrote:
So if I run my own server would I be able to add more weapons to it?
Yes.
pokemon771
Deuce
Posts: 7
Joined: Thu Dec 13, 2012 12:27 am


I have an idea for a new weapon..

maybe you could have a weapon for CQC assault rifle or any gun that is full auto but has short - medium range

Blue_BigSmile Blue_Pistol
Turner
Deuced Up
Posts: 64
Joined: Fri Dec 07, 2012 11:10 pm


I do think there should be an automatic but like said above either have it short range or little bullet damage. Still want the Rifle to be the gun of choice.
Blue_Pistol Green_Surprised2
CommieBuffalo
Blue Master Race
Blue Master Race
Posts: 2341
Joined: Mon Nov 05, 2012 4:51 pm


I think that a Machinegun that can only be shot if mounted would be a good automatic, area-of-denial, yet vulnerable weapon.
Vucgy
Deuced Up
Posts: 226
Joined: Sun Nov 18, 2012 1:57 pm


Ah... You guys are making a WW1 AoS ?
I just see Rifle , HMG , Artillery(maybe mortar?) ...
Priok
Winter Celebration 2013
Winter Celebration 2013
Posts: 448
Joined: Tue Nov 06, 2012 2:11 am


if it is ww1 then you have to some of those shields:
Image
Turner
Deuced Up
Posts: 64
Joined: Fri Dec 07, 2012 11:10 pm


Vucgy wrote:
Ah... You guys are making a WW1 AoS ?
I just see Rifle , HMG , Artillery(maybe mortar?) ...
I think it would be great if it was ww1 themed. For instanced the rifles work good. But you get a smg in there and you make it so its noy really reliable. Or just add differeny rifles
pokemon771
Deuce
Posts: 7
Joined: Thu Dec 13, 2012 12:27 am


" do think there should be an automatic but like said above either have it short range or little bullet damage. Still want the Rifle to be the gun of choice."


hmm,,, that would get boring.

id like at least a shotgun or a short range gun
Vucgy
Deuced Up
Posts: 226
Joined: Sun Nov 18, 2012 1:57 pm


Rifle , Shotgun , Pistol , Mortar , Grenade
^What a nice choice of WW1 weapons for a game. Green_Spade
GreaseMonkey
Coder
Coder
Posts: 733
Joined: Tue Oct 30, 2012 11:07 pm


Once more, Lua is not a fucking acronym.

For those of you who were complaining about the lack of short-range guns, never fear! Spade melee is implemented!
(I might have to reduce the range a bit, though. For now, it's an instakill at 5 blocks away.)

On top of that, block damage works and I managed to get the timers for spade and block working. Had to fix some merge conflicts, though, and as such we happen to have an unused timer() function thing, as well as two different implementations of string.split.

Oh yeah, tent and flag work perfectly fine now.

Known bugs:
  • Physics are still somewhat shit. I need to fix that autoclimb properly.
  • Spade melee results in the person apparently being killed twice, and yes, I tested this on localhost.
  • Yep, still massive jerking everywhere!
Also, I've noticed that lib_util.lua is now being downloaded 4 times. Might have to tweak the preloader a bit.

But yeah, get -004 (finally updated the first post) and connect-rakiru.bat.
Triplefox
Scripter
Scripter
Posts: 32
Joined: Thu Nov 22, 2012 5:28 am


For the first time the GUI widgets are pushed live - all the tool models shown in the HUD are now controlled by that system. The positioning ended up slightly different since I'm specifying bone positions in pixel coordinates instead of x=(-1, 1), y=(-1*h/w,1*h/w) but overall it's about the same. I'll be pausing to think about LD but the next task will be to migrate some of the text rendering stuff.
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