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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Articsledder
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HoboHob wrote:
Articsledder wrote:


On the subject of this rifle, I'm not sure how it scales into the actual game, it may be too big. Will check it out in the A.M.
It's HUGE on the players.

I used it before the networking update.
Alright, will start reworking it.
----------------------Edit-----------------------

Image

Scaled it down a bit.
http://www.mediafire.com/?csh4d8kgbowvuvo

In the latest build in the op, I can't seem to find where the pkg folder and all the pmfs are. Anyone care to direct me to it?
rakiru
Coder
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Joined: Sun Nov 11, 2012 12:26 pm


Dzhoel wrote:
Hi Rakiru, nice idea to incorporate those who cant code, im working my butt off to get the sounds in first :D

If we're going with bolt action, this sound came from the WW2 pack from the K98 folder made a year ago
https://soundcloud.com/#dzhoel/ace-of-s ... olt-action
Or if were going with a semi auto rifle, this may be a more appropriate reload from the same pack but from the STG model.
https://soundcloud.com/#dzhoel/ace-of-s ... uto-reload

Also, are we using the sounds from .75 for explosions? cant seem to find any asplosion effects.

EDIT: dammit, you need to be logged in for soundcloud.
If you're keen to listen, use my account (i really dont care about it, made it to post in this thread).
dzhoeltalk@hotmail.co.uk
peanut
rakiru*

You shouldn't need to be logged into soundcloud to listen, unless that was changed in the last month. I'm guessing you just haven't made them public.

And no, of course we are not using any sounds from .75 - those are copyrighted and we don't have permission to use them.
Articsledder wrote:
Alright, will start reworking it.
----------------------Edit-----------------------

http://upaoncp.files.wordpress.com/2011 ... affle3.png

Scaled it down a bit.
http://www.mediafire.com/?csh4d8kgbowvuvo

In the latest build in the op, I can't seem to find where the pkg folder and all the pmfs are. Anyone care to direct me to it?
I think it's pkg/base/pmf, going from memory. To get a good scale, just compare it to the existing one in the editor.
Articsledder
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Posts: 209
Joined: Mon Nov 12, 2012 5:13 pm


rakiru wrote:
Dzhoel wrote:
Hi Rakiru, nice idea to incorporate those who cant code, im working my butt off to get the sounds in first :D

If we're going with bolt action, this sound came from the WW2 pack from the K98 folder made a year ago
https://soundcloud.com/#dzhoel/ace-of-s ... olt-action
Or if were going with a semi auto rifle, this may be a more appropriate reload from the same pack but from the STG model.
https://soundcloud.com/#dzhoel/ace-of-s ... uto-reload

Also, are we using the sounds from .75 for explosions? cant seem to find any asplosion effects.

EDIT: dammit, you need to be logged in for soundcloud.
If you're keen to listen, use my account (i really dont care about it, made it to post in this thread).
dzhoeltalk@hotmail.co.uk
peanut
rakiru*

You shouldn't need to be logged into soundcloud to listen, unless that was changed in the last month. I'm guessing you just haven't made them public.

And no, of course we are not using any sounds from .75 - those are copyrighted and we don't have permission to use them.
Articsledder wrote:
Alright, will start reworking it.
----------------------Edit-----------------------

http://upaoncp.files.wordpress.com/2011 ... affle3.png

Scaled it down a bit.
http://www.mediafire.com/?csh4d8kgbowvuvo

In the latest build in the op, I can't seem to find where the pkg folder and all the pmfs are. Anyone care to direct me to it?
I think it's pkg/base/pmf, going from memory. To get a good scale, just compare it to the existing one in the editor.
Well that's the issue, whenever I download the latest build there is no pkg folder. The git build has one but the server isn't compatible with it.

Image
HoboHob
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Winter Celebration 2013
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Joined: Mon Nov 05, 2012 5:02 pm


You need to download the pkg/base/PMF folder from git then run a localhost server to test out stuff.
Jordach
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Joined: Thu Dec 20, 2012 8:03 pm


Should I figure out a way to build using MSVC 2010 under Windows XP?

Because I know how the dependencies work there. If I do get builds up and running, I'll post them from time to time.

EDIT: Not on every single damn commit, that's just stupid.

EDIT2: MSVC 2012 has a makefile project. It will work the same way GCC does so.
Articsledder
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Posts: 209
Joined: Mon Nov 12, 2012 5:13 pm


HoboHob wrote:
You need to download the pkg/base/PMF folder from git then run a localhost server to test out stuff.
ok, thanks for the info
rakiru
Coder
Coder
Posts: 1349
Joined: Sun Nov 11, 2012 12:26 pm


Articsledder wrote:
HoboHob wrote:
You need to download the pkg/base/PMF folder from git then run a localhost server to test out stuff.
ok, thanks for the info
I believe that's because the client downloads this stuff from the server, so the noobs build doesn't contain it.
OfficiallyMylololz
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Posts: 37
Joined: Wed Dec 12, 2012 10:25 pm


10se1ucgo wrote:
can u pls add da ub3r 1337 es em geee?????
N0. N0 SMGS.
Sonarpulse
Coder
Coder
Posts: 443
Joined: Thu Dec 13, 2012 7:18 pm


You can use MSVC without visual studio projects and all that crap. With voxlap for example I just have another makefile that uses nmake. You could also hand-code the XML for msbuild. (nmake is like GNU Make but shitty. msbuild is microsoft's more robust but more different replacement for nmake.)

On the other hand this project uses some GCC extensions. Feel free to use my porthacks.h from voxlap to abstract over some of them, but there will be a couple you will have to do by hand.
Vucgy
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Joined: Sun Nov 18, 2012 1:57 pm


I think Iceball should focus more on a slow paced game-play ,the now AOS is Great butt it is preatty much a run n" gun game.
A slow paced gameplay for Iceball would bring much more to building , defending and teamplay . Also the weapos should focus more on WW1 like weapons , cause its knewn for its Trench warfare. A Rifle(bolt-action) , Heavy MG (only usable when deployed and cant break blocks ) and Mortar ( only 1/5 (6) shells , aimed via minimap )
So we got a closed circle " Deployed MG vs Rifle Infantry - Mortar for bombarding Entrenched/Deployed MGs - Infantry(Riflers) against the helpless mortar troops " and in short MG->Rifle->Mortar->MG->...
rakiru
Coder
Coder
Posts: 1349
Joined: Sun Nov 11, 2012 12:26 pm


OfficiallyMylololz wrote:
10se1ucgo wrote:
can u pls add da ub3r 1337 es em geee?????
N0. N0 SMGS.
Did you just use zeros as Os...?
Vucgy wrote:
I think Iceball should focus more on a slow paced game-play ,the now AOS is Great butt it is preatty much a run n" gun game.
A slow paced gameplay for Iceball would bring much more to building , defending and teamplay . Also the weapos should focus more on WW1 like weapons , cause its knewn for its Trench warfare. A Rifle(bolt-action) , Heavy MG (only usable when deployed and cant break blocks ) and Mortar ( only 1/5 (6) shells , aimed via minimap )
So we got a closed circle " Deployed MG vs Rifle Infantry - Mortar for bombarding Entrenched/Deployed MGs - Infantry(Riflers) against the helpless mortar troops " and in short MG->Rifle->Mortar->MG->...
I am working on a branch that adds other guns, and I'm basing each of them off a specific WW1 weapon.
HoboHob
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Winter Celebration 2013
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Joined: Mon Nov 05, 2012 5:02 pm


Seems pretty good Rakiru. How is it going Rakiru?

In the English language the first letter of a proper name is capitalized Rakiru.

But in all seriousness, me thinks there should be a technical support person just for Iceball, seeing as all dem nubs can't figure it out.
Vucgy
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Posts: 226
Joined: Sun Nov 18, 2012 1:57 pm


rakiru wrote:
Vucgy wrote:
I think Iceball should focus more on a slow paced game-play ,the now AOS is Great butt it is preatty much a run n" gun game.
A slow paced gameplay for Iceball would bring much more to building , defending and teamplay . Also the weapos should focus more on WW1 like weapons , cause its knewn for its Trench warfare. A Rifle(bolt-action) , Heavy MG (only usable when deployed and cant break blocks ) and Mortar ( only 1/5 (6) shells , aimed via minimap )
So we got a closed circle " Deployed MG vs Rifle Infantry - Mortar for bombarding Entrenched/Deployed MGs - Infantry(Riflers) against the helpless mortar troops " and in short MG->Rifle->Mortar->MG->...
I am working on a branch that adds other guns, and I'm basing each of them off a specific WW1 weapon.
OMG, AWESOME , HAIL the trench-warfare! Green_Spade Green_Spade Green_Spade
(Just a question will the terrain blocks get fixed so they look like the one now in AOS ?
Sonarpulse
Coder
Coder
Posts: 443
Joined: Thu Dec 13, 2012 7:18 pm


I never played the really old versions, but everybody said auto jump killed trench warfare, so might want to remove that in your fork too rakiru.

And of course we should all take a look at what you need to change in your fork so we can abstract the right things in order so that your classic trench mode can be converted into a Lua mod.
10se1ucgo
3 Years of Ace of Spades
3 Years of Ace of Spades
Posts: 198
Joined: Sun Dec 16, 2012 4:29 pm


rakiru wrote:
Vucgy wrote:
I think Iceball should focus more on a slow paced game-play ,the now AOS is Great butt it is preatty much a run n" gun game.
A slow paced gameplay for Iceball would bring much more to building , defending and teamplay . Also the weapos should focus more on WW1 like weapons , cause its knewn for its Trench warfare. A Rifle(bolt-action) , Heavy MG (only usable when deployed and cant break blocks ) and Mortar ( only 1/5 (6) shells , aimed via minimap )
So we got a closed circle " Deployed MG vs Rifle Infantry - Mortar for bombarding Entrenched/Deployed MGs - Infantry(Riflers) against the helpless mortar troops " and in short MG->Rifle->Mortar->MG->...
I am working on a branch that adds other guns, and I'm basing each of them off a specific WW1 weapon.
ADD DA UB3R 1337 ESS EMM GEE PLS!!!!!!!!!
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