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.
1410 posts Page 15 of 94 First unread post
OfficiallyMylololz
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CommieBuffalo wrote:
I think that a Machinegun that can only be shot if mounted would be a good automatic, area-of-denial, yet vulnerable weapon.
Ye. 0.75's SMG is too OP. IT works perfectly fine in every map. Not balanced enough, e.g. Shotgun is good for close combat maps, Rifle is good for long distance. Hang on. SMG is good for both xD Green_Septic

A mount-only SMG would be far less OP, more for defence/camping. I'm not so sure how that would work out on arena servers, though xD. I guess no one would choose it.
OfficiallyMylololz
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Posts: 37
Joined: Wed Dec 12, 2012 10:25 pm


GreaseMonkey wrote:
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.
Spade is instakill? xD! sounds.. Op. I think that you should Add the previous 3 guns, Rifle, SMG, and Shotgun, but tweak them so that they even out more. SMG is far to Op, as I said in my previous post. Perhaps a couple of modified versions of the guns, Say, Mounted SMG, RPG, weakened SMG, long distance shotgun, etcetera etcetera.

Now. This is what I really want. I'm not sure if you've done this, but..... In-game map making! Blue_BigSmile Green_BigSmile Blue_BigSmile Green_BigSmile Blue_BigSmile Green_BigSmile Blue_BigSmile Green_BigSmile

Using Voxed to make maps is incredibly tedious!! xD, I would also like to see some kind of way to save a map as a file from the in-game editing, so, perhaps a singleplayer server similar to Minecraft's SMP where you can play singleplayer just to make maps.

ty bru. Keep up Le gewd workz! I know nothing about coding >.<
GreaseMonkey
Coder
Coder
Posts: 733
Joined: Tue Oct 30, 2012 11:07 pm


OfficiallyMylololz wrote:
Spade is instakill? xD! sounds.. Op.
It's easy to evade, just... keep your distance. (It's how it works in 0.75, anyway.) Plus, everyone has it.
OfficiallyMylololz wrote:
I think that you should Add the previous 3 guns, Rifle,
Spade, and Grenade. That's 3 weapons. And each player has those same 3 weapons.
OfficiallyMylololz wrote:
SMG,
NO.
OfficiallyMylololz wrote:
and Shotgun,
Possibly. But not now.
OfficiallyMylololz wrote:
but tweak them so that they even out more.
Or alternatively, have rifle as the general purpose weapon, and have a few very specialist weapons which are good in specific situations, and punish you horribly if you use them like a noob.
OfficiallyMylololz wrote:
SMG is far to Op, as I said in my previous post.
And my solution here is to never add it.
OfficiallyMylololz wrote:
Perhaps a couple of modified versions of the guns, Say, Mounted SMG, RPG, weakened SMG, long distance shotgun, etcetera etcetera.
Ehhhhh... No.

RPG might happen, but don't keep your hopes up. There are plenty of ways to improve gameplay, and adding weapons is a case which has a tendency to actually make it worse.
OfficiallyMylololz wrote:
Now. This is what I really want. I'm not sure if you've done this, but..... In-game map making!

Using Voxed to make maps is incredibly tedious!! xD, I would also like to see some kind of way to save a map as a file from the in-game editing, so, perhaps a singleplayer server similar to Minecraft's SMP where you can play singleplayer just to make maps.
There's a map editor, but it's currently singleplayer only, so to speak. (It also has a bug with "stacking".)
OfficiallyMylololz wrote:
ty bru. Keep up Le gewd workz! I know nothing about coding >.<
Why not start learning today?
Rydogger
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Posts: 93
Joined: Fri Nov 02, 2012 11:31 pm


I think its a bad idea to limit a game to one time period. It limits what can be added to the game.

Anyways, +1 GM. Looks good. :)
Fluttershy
Build and Shoot's 1st Birthday
Build and Shoot's 1st Birthday
Posts: 165
Joined: Mon Nov 05, 2012 7:00 pm


I think it could be fairly easy to add three distinguishable weapons without changing rifle too much if you guys are insistent on keeping it the way it is.

Shotgun could be a hitscan cone that pierces enemys(not blocks), meaning it could easily kill multiple people at short range, up to 15 blocks away assuming its a direct hit with no hidden parts or parts outside the cone(as it is currently, it will still be an insta kill close range even if only half of them are in the cone due to damage ramp up). In addition, because its a simple cone, damage would be consistent and no longer a luck factor, eliminating "shotgun sniping"(yeah right, that rarely happens anyways).
(a visual example of how far away 15 blocks is)
Spoiler:
Image
Outside of the 10-15 block insta kill range, the damage steadily declines, but is still pretty heavy for awhile, and at about 20-25 blocks, drops off to about 50 direct hit damage, eventually capping off at about 10 damage when its a "direct hit". The logic behind all this is to add stability to it in the form of the cone, but also offer it a distinguishable niche in the ability to kill multiple people in one shot, even if they're behind them. While some of you may groan, dont. The shotgun can currently do double, even possibly triple kills if luck favors you, this just makes it more common. In addition, they're sacrificing long range capability for this.

I like the idea of GM's Chaingun idea. While yes my idea draws a bit on the minigun from tf2, it works. Make it have the smg's current accuracy, reduce the recoil a bit (it is heavier and bigger mind you) from the smg's recoill (it should be near nonexistent when crouching), reduce the firing speed slightly and buff the damage, im thinking to rifle damage, or slightly greater. I know what you're thinking, clearly op. This is balanced it can only fire after revving up for 3 seconds, during which it's movement speed is reduced heavily(im thinking to a mere 25% of what it was) and also generating a loud noise that can be heard up to 25 blocks away. In addition, it has no iron sight, instead RMB will simply keep it revved in anticipation of an enemy. The idea is to offer a high damage, slightly high fire rate weapon that cannot be used to run and gun with, as its far too slow. The bullets will be somewhat accurate, but also contain the ability to one hit, allowing it to lock down areas for a bit(before i forget to mention, Block damage by guns will be severely nerfed, taking like, 10 shots to destroy a block with the chaingun).

Feel free to flame me and tar and feather me
Kadecamz
Deuce
Posts: 1
Joined: Wed Dec 12, 2012 8:49 pm


Can you make this into the OpenGL version we all wanted, like the one Ben was gonna make with RPGS, HMGS and openGL gun rendering?
gamax92
Deuce
Posts: 17
Joined: Sat Dec 15, 2012 5:18 pm


Connecting to "aoswiki.rakiru.com" port 20737
lookup: 178.33.40.146
base dir = "pkg/base"
boot mode flag 8!
Now loading client; please wait! [pkg/base/main_client.lua]
Client loaded! Initialising...
pkg/base/main_client.lua starting
pkg/base/main_client.lua loaded.
Done!
pkg/base/client_start.lua starting
nil nil nil nil nil nil nil nil nil nil
json done!
name: nil
kick on join: true
bio desc: I'm too lazy to learn how to edit my config. Laugh at me.
base dir: base
mapdata 2668190 512x64x512
all good.
208 224 255 60
192 238 255 60
pkg/base/client_start.lua loaded.
Lua Client Error (tick): [string "pkg/base/client_start.lua"]:144: attempt to index local 'c' (a boolean value)
Bori
League Participant
League Participant
Posts: 28
Joined: Sun Nov 11, 2012 2:41 pm


Hey,
Id didn't really understand your project. Blue_D'oh Wil there be a totally new AoS created by Iceball or what?
Sonarpulse
Coder
Coder
Posts: 443
Joined: Thu Dec 13, 2012 7:18 pm


That's the basic idea. New, openSource AoS that can never legally be taken away from the community.
Demo123
Blue Master Race
Blue Master Race
Posts: 495
Joined: Mon Nov 05, 2012 3:03 pm


Good job Grease. I can't wait for the final product to come out.

Do you have an plan on adding in sounds soon?

Though I have noticed a problem.

After I bash my lmb button a bunch of times to destroy blocks with the spade, IceBall crashes.
Only problem I noticed.

And wow! 9-20 FPS and IceBall runs nicely on my piece of shit of a PC.
Keep it up!
Lemon
League Participant
League Participant
Posts: 250
Joined: Tue Nov 13, 2012 11:29 am


Because Iceball is going to use Python for forks, should I download Python 2 or Python 3 if I want to develop forks?
Yakkers
Deuce
Posts: 9
Joined: Fri Dec 14, 2012 12:15 am


Kadecamz wrote:
Can you make this into the OpenGL version we all wanted, like the one Ben was gonna make with RPGS, HMGS and openGL gun rendering?
No. You can't just turn one engine into another.
Looks like this guy is getting started on an openGL client, though.
GreaseMonkey
Coder
Coder
Posts: 733
Joined: Tue Oct 30, 2012 11:07 pm


Fluttershy wrote:
I think it could be fairly easy to add three distinguishable weapons without changing rifle too much if you guys are insistent on keeping it the way it is.
Yes, although it'll require a lot of copy-paste and you'll have to implement spread and multiple bullets. But I'm going to ignore your pull requests if you do that.
Kadecamz wrote:
Can you make this into the OpenGL version we all wanted, like the one Ben was gonna make with RPGS, HMGS and openGL gun rendering?
"We" being people with your level of OCD? No.
gamax92 wrote:
Connecting to "aoswiki.rakiru.com" port 20737
lookup: 178.33.40.146
base dir = "pkg/base"
boot mode flag 8!
Now loading client; please wait! [pkg/base/main_client.lua]
Client loaded! Initialising...
pkg/base/main_client.lua starting
pkg/base/main_client.lua loaded.
...
pkg/base/client_start.lua loaded.
Lua Client Error (tick): [string "pkg/base/client_start.lua"]:144: attempt to index local 'c' (a boolean value)
Fixed. By the way guys, this is how you report errors!
Demo123 wrote:
Good job Grease. I can't wait for the final product to come out.

Do you have an plan on adding in sounds soon?
Thanks. Yes, there are sounds made,
Demo123 wrote:
Though I have noticed a problem.

After I bash my lmb button a bunch of times to destroy blocks with the spade, IceBall crashes.
Only problem I noticed.
Just noticed that, and have a fix I will commit soon. (OK, in a few hours as I have to be somewhere.)
Demo123 wrote:
And wow! 9-20 FPS and IceBall runs nicely on my piece of shit of a PC.
Keep it up!
I get 8-15FPS on my desktop, and I had to do a non-SSE2 build for it. I hope to get that FPS value up from what it is.

My two laptops get nicer framerates though.

But it's nice to know that you find it OK at that rate. What are your specs?

EDIT: One more thing...
Yakkers wrote:
No. You can't just turn one engine into another.
With that said, the base engine doesn't contain much code at all pertaining to the game logic (I might even be able to say it contains *none*). The bulk of the logic is on the Lua side.

When the client connects, the server tells it what the base directory is, then the client fetches (base dir)/main_client.lua, and downloads basically everything else off it (although you can stick client-local stuff in clsave/). If you really wanted, you could replace the entire Lua-side codebase and end up with a completely different game. (But the libs are useful which is why pmfedit/mapedit depend on them.)

So in other words, if by "engine" you're talking about the actual game code and not the platform hosting the game code, then YES, you CAN "just" turn one engine into another.

Also, it's possible to add an OpenGL renderer, however That Is Not A Priority Right Now.
Demo123
Blue Master Race
Blue Master Race
Posts: 495
Joined: Mon Nov 05, 2012 3:03 pm


MY SPECS
CPU: AMD Sempron(tm) Processor 2600+
CPU SPEED: 1.61 GHz
OS: Microsoft Windows XP Professional Service Pack 3 (build 2600)
Video Card: RADEON 9250 PRO AGP (0x5960)
Dedicated Video RAM: 128 MB
RAM: 1GB
Sound Card: MPU-401 Compatible MIDI Device
Free Disk Space: 11 GB

And I have to correct myself. It's 9-12 FPS usually. I only get over that while IceBall is starting up.
Razor
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Posts: 69
Joined: Tue Dec 11, 2012 10:23 pm


Real quick, how does one make new weapons?
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