Ericson2314 wrote:Woah. Mind blown.Code: Select allThis will use the output of command2 as arg3. Very handy.command arg1 arg2 $(command2 arg1 arg2 arg3) arg4
Also, for everbody else, practice your command line skills with this online emulator I just found: http://cb.vu/ !!
Iceball Project
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HoboHob
Winter Celebration 2013
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- Joined: Mon Nov 05, 2012 5:02 pm
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Sonarpulse
Coder
- Posts: 443
- Joined: Thu Dec 13, 2012 7:18 pm
:D there's also <(comand arg arg arg) which will the output to stdin. (stout being the output that is redirected in both cases).
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GreaseMonkey
Coder
- Posts: 733
- Joined: Tue Oct 30, 2012 11:07 pm
Just a quick reminder, these are the correct capitalisations:
Ericson, you might want to hang out in IRC, #aos.development on QuakeNet.
Anyhow, as I have said, I don't want there to be a launcher, as I do want people to read some sort of manual which tells you how to actually play the game. However, there will probably be Windows and OSX binaries (the latter will only happen if there's an OSX dev who's willing to build stuff, as AFAIK I can't emulate or build OSX binaries).
For Linux/BSD users, it's up to your distro to actually care about assembling packages. If you're using Arch/Gentoo/FreeBSD, you'll be used to building from source so it's not an issue. (Who the hell uses pkg_add on FreeBSD anyway? Real FreeBSD users use the ports repository.)
But yeah, unlike Windows, Linux and BSD are essentially designed to make stuff easy to build. Or something like that.
CelticEnigma, we really don't want copyrighted sounds unless they're CC-3.0-BY-SA. But feel free to contribute stuff you've made from scratch.
Does anyone want to help write better docs? That will be much appreciated.
Hoping for something done with HTML and black/white .png cartoony images.
- Lua
- Iceball
Ericson, you might want to hang out in IRC, #aos.development on QuakeNet.
Anyhow, as I have said, I don't want there to be a launcher, as I do want people to read some sort of manual which tells you how to actually play the game. However, there will probably be Windows and OSX binaries (the latter will only happen if there's an OSX dev who's willing to build stuff, as AFAIK I can't emulate or build OSX binaries).
For Linux/BSD users, it's up to your distro to actually care about assembling packages. If you're using Arch/Gentoo/FreeBSD, you'll be used to building from source so it's not an issue. (Who the hell uses pkg_add on FreeBSD anyway? Real FreeBSD users use the ports repository.)
But yeah, unlike Windows, Linux and BSD are essentially designed to make stuff easy to build. Or something like that.
CelticEnigma, we really don't want copyrighted sounds unless they're CC-3.0-BY-SA. But feel free to contribute stuff you've made from scratch.
Does anyone want to help write better docs? That will be much appreciated.
Hoping for something done with HTML and black/white .png cartoony images.
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Dzhoel
Deuced Up - Posts: 116
- Joined: Sat Dec 15, 2012 5:49 am
Hows the project coming?
Destroy the Blue Fascists!
Never bring a shotgun to a rifle fight
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BozoDel
Deuced Up - Posts: 61
- Joined: Fri Nov 30, 2012 12:56 am
The one not so good thing about SDL 1.2 is that it doesn't really support many keyboards around the world...
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Triplefox
Scripter
- Posts: 32
- Joined: Thu Nov 22, 2012 5:28 am
I'm pretty sure input is solvable, it just requires getting the architecture right. There's still some ground work needed in distinguishing text entry from keys used as buttons, etc. before it can be really worked on, but I'm kind of on that right now with the GUI work.
I recommend looking at what other opensource game projects have done for IME. Wesnoth, Cube 2, Stepmania... apparently as of SDL 1.2.14 the base lib does support Windows IME messages in some fashion. There was also this project which apparently went inactive after 2007: http://sdl-im.csie.net/
If we end up rolling our own IME config we should be sure to treat layouts differently from languages.
I recommend looking at what other opensource game projects have done for IME. Wesnoth, Cube 2, Stepmania... apparently as of SDL 1.2.14 the base lib does support Windows IME messages in some fashion. There was also this project which apparently went inactive after 2007: http://sdl-im.csie.net/
If we end up rolling our own IME config we should be sure to treat layouts differently from languages.
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HoboHob
Winter Celebration 2013
- Posts: 979
- Joined: Mon Nov 05, 2012 5:02 pm
GreaseMonkey wrote: Does anyone want to help write better docs? That will be much appreciated.Not finished... but here you go: http://terminat.comuv.com/Docs%20HTML/index.html
Hoping for something done with HTML and black/white .png cartoony images.
Excuse my horrendous design skillz.
EDIT: What the heck is proto_main.txt. Packet definitions?
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rakiru
Coder
- Posts: 1349
- Joined: Sun Nov 11, 2012 12:26 pm
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To those who are complaining about the difficulty of building:
This is a project that is in development. It is in the alpha stage - it is not a final release, or even a beta release. Releasing public builds for this is pointless, other than to keep interest up and let people get an idea of how far along this is, as well as allowing people who cannot or do not want to work on the code to contribute other things, such as models, sounds or textures.
This is a project that is in development. It is in the alpha stage - it is not a final release, or even a beta release. Releasing public builds for this is pointless, other than to keep interest up and let people get an idea of how far along this is, as well as allowing people who cannot or do not want to work on the code to contribute other things, such as models, sounds or textures.
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Amadeus
Deuce - Posts: 17
- Joined: Mon Dec 17, 2012 11:26 pm
HoboHob wrote:What I ended up doing (because I made numerous errors) was putting the dependency files where they were requested every time the compile failed. It took a lot of trial and error, but eventually it built without a problem.Amadeus wrote:Thanks a ton. I managed to get Iceball built.I still can't quite manage it ;_;
Building lua and Iceball doesn't work for whatever reason.
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BozoDel
Deuced Up - Posts: 61
- Joined: Fri Nov 30, 2012 12:56 am
Triplefox wrote:I'm pretty sure input is solvable, it just requires getting the architecture right. There's still some ground work needed in distinguishing text entry from keys used as buttons, etc. before it can be really worked on, but I'm kind of on that right now with the GUI work.Hm, yeah, it's doable. I mentioned it because I had to make some workarounds to make Brazilian ABNT2 and Nativo layouts work properly under DOSBox.
I recommend looking at what other opensource game projects have done for IME. Wesnoth, Cube 2, Stepmania... apparently as of SDL 1.2.14 the base lib does support Windows IME messages in some fashion. There was also this project which apparently went inactive after 2007: http://sdl-im.csie.net/
If we end up rolling our own IME config we should be sure to treat layouts differently from languages.
It's just that the DOSBox guys said it couldn't be fixed, and I had no idea if such workarounds could be done for this project...
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Sonarpulse
Coder
- Posts: 443
- Joined: Thu Dec 13, 2012 7:18 pm
I wonder if SDL 2 has any improvements in this area. SDL 2 is about to become the norm, (should already be available in most distro's repos). We should probably think about switching to it regardless.
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GreaseMonkey
Coder
- Posts: 733
- Joined: Tue Oct 30, 2012 11:07 pm
HoboHob wrote:The actual content does look a bit sloppy, sadly. I think we need a documentation team. Perhaps it'd be good to actually use the wiki?GreaseMonkey wrote: Does anyone want to help write better docs? That will be much appreciated.Not finished... but here you go: http://terminat.comuv.com/Docs%20HTML/index.html
Hoping for something done with HTML and black/white .png cartoony images.
Excuse my horrendous design skillz.
EDIT: What the heck is proto_main.txt. Packet definitions?
proto_main.txt defines the C-side network protocol, followed by the Lua-side protocol for the base game.
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HoboHob
Winter Celebration 2013
- Posts: 979
- Joined: Mon Nov 05, 2012 5:02 pm
GreaseMonkey wrote:Using the Github wiki would probably be smart.HoboHob wrote:The actual content does look a bit sloppy, sadly. I think we need a documentation team. Perhaps it'd be good to actually use the wiki?GreaseMonkey wrote: Does anyone want to help write better docs? That will be much appreciated.Not finished... but here you go: http://terminat.comuv.com/Docs%20HTML/index.html
Hoping for something done with HTML and black/white .png cartoony images.
Excuse my horrendous design skillz.
EDIT: What the heck is proto_main.txt. Packet definitions?
proto_main.txt defines the C-side network protocol, followed by the Lua-side protocol for the base game.
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TheJellySlime
Deuce - Posts: 5
- Joined: Thu Dec 20, 2012 3:35 am
Vucgy wrote:@kmajBack in my days, we used to have 1 weapon THE RIFLE
The only Semi thing is totally crap thats why .75 will be far better Its really stupid and fristating playing a game with one weapon , For me aos(or its copies) should have around 5 weapons a Semi , Smg , Shotgun , HMG and a Mortar.
Anyway The Iceball Devilopers should do what they think is the best (and what they want) I just said what I meant .
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BozoDel
Deuced Up - Posts: 61
- Joined: Fri Nov 30, 2012 12:56 am
Ericson2314 wrote:I wonder if SDL 2 has any improvements in this area. SDL 2 is about to become the norm, (should already be available in most distro's repos). We should probably think about switching to it regardless.Yes, I'm almost sure SDL 2 fixes those issues. Heck, maybe even 1.3. But I didn't know it was stable already...
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