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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GreaseMonkey
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Anyone remember this? (You'll need to build 0.0-7 for full effect, otherwise you won't get the roll)
Image
Ninja_pig_pro wrote:
I tried it out, and noticed the bugs here:
If I look down, I see my feet which gets annoying.
That's a feature, silly. ("feeture" perhaps?)
Ninja_pig_pro wrote:
Also the blocks are kinda broken, but they work.
I know. That will be sorted out once I can be bothered implementing trapezium drawing routines.
Ninja_pig_pro wrote:
Also, how about add 3 gun slots. if you press "-" for example, it would open up a screen that had the 3 default weapons.
We have 3 default weapons, plus blocks. Guess what those are.
And no, this game has a strict no-SMG policy.
Ninja_pig_pro wrote:
You can buy weapons and they will appear there in your inventory so you can switch the default out with the unlocked weps.
It would be better then a class system.
Feel free to implement this yourself as a mod.

I think what really needs to happen at the moment is a codebase refactor, firstly for tidying stuff up and secondly for making modding easier.
Ronizwinter wrote:
Well seeming you say the game is playable will greacemonkey be adding new featurea or instead improve the onea we have. I agree the smg is a nooby pile of crap but it still should ne in the game as a new improved feature from the old gamr
This game does not have an SMG. The lack of SMG is a new and improved feature. It's tempting to say this is the best feature, but even the lack of SMG can't beat the awesomeness of being able to replace all the game logic on the server end and sending it to the client.
HoboHob
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GreaseMonkey, no offense, but I find it impossible to read the main_server.lua and main_client.lua.

You should add more comments and make variable names that actually make sense (no abbreviations).

Or make documentation on it.

Disregard this post if you didn't actually create those files. To lazy to look at credits.txt.
Priok
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nice, that is pretty cool. keep up the good work on this project, nice progress so far.

I am not sure if you've already answered this or not, but the current zoom is just a camera zoom without a png, right? have you thought about adding a png or are you going to keep it like this? sorry if you've already answered, I haven't seen this
GreaseMonkey
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Joined: Tue Oct 30, 2012 11:07 pm


Priok wrote:
nice, that is pretty cool. keep up the good work on this project, nice progress so far.

I am not sure if you've already answered this or not, but the current zoom is just a camera zoom without a png, right? have you thought about adding a png or are you going to keep it like this? sorry if you've already answered, I haven't seen this
The scene is rendered to a cubemap, which is then rendered to the screen. Zooming in merely zooms into the cubemap, which for 800x600, each of the 6 faces are 512x512 if I recall correctly.

And yeah, I don't do ironsights for this. I play AoS with a 2px sight, personally.

There are three things I really should do to improve performance.
  • Change the cubemap renderer so it renders a bunch of clipped, perspective-corrected polygons, rather than raytracing every pixel.
  • Implement clsave/config.json, and allow people to change the cubemap resolution.
  • Improve the block visibility checks.
BozoDel
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it's really only a FEETURE if you can shoot yourself in the feet

or will I have to make a shoot-yourself-in-the-feet mod?
Jordach
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GreaseMonkey wrote:
Anyone remember this? (You'll need to build 0.0-7 for full effect, otherwise you won't get the roll)
Image
Blue_Surprised2 Blue_Surprised2 Blue_Surprised2

Camera roll.

Blue_Surprised2 Blue_Surprised2 Blue_Surprised2
WOW.
rakiru
Coder
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Posts: 1349
Joined: Sun Nov 11, 2012 12:26 pm


HoboHob wrote:
Holy snap, I just realized I missed one of the updates. Updating from 0.04.
You missed a couple of updates actually. ;P
GreaseMonkey wrote:
Anyone remember this? (You'll need to build 0.0-7 for full effect, otherwise you won't get the roll)
Image
Oh god, I fucking hated that. It gives me a headache after playing for a while, or almost instantly when watching a video of someone playing. Time to add a config option for that too...
Ronizwinter
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Joined: Sun Jan 06, 2013 2:33 pm


Ronizwinter wrote:
Well seeming you say the game is playable will greacemonkey be adding new featurea or instead improve the onea we have. I agree the smg is a nooby pile of crap but it still should ne in the game as a new improved feature from the old gamr
This game does not have an SMG. The lack of SMG is a new and improved feature. It's tempting to say this is the best feature, but even the lack of SMG can't beat the awesomeness of being able to replace all the game logic on the server end and sending it to the client.[/quote]

Ok no SMG, but seeming the lua script get sent to the client couldnt someone just make a smg for there server or does that have to be client side? Im realy interested in this Lua server, does this mean mods can be on server side and client side doesnt need to download mods?

Also those player models look a bit iff, il change them if you want but i dont have the software to do so. just point me in the right direction and i should be ok. Blue_Happy1 Baring in mind im using linux and i only know how to compile those tar.gz
Cajun Style
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Haven't checked in for a while, but looks like a lot of progress. Blue_Happy3 Sounds awesome I'll build it tomorrow.
I had some ideas. If there isn't going to be an SMG, how about a dual pistol? I think that presentation fits the stats you'd like to see on a rapid-fire weapon (if any), and it looks kind of cool (to noobs Blue_D'oh ). Also if you upload the logic each time from the server, you could actually code a client specific key into it. It would make the server implementation harder, but it would also make hacking much harder.
GreaseMonkey
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Ronizwinter wrote:
Ok no SMG, but seeming the lua script get sent to the client couldnt someone just make a smg for there server or does that have to be client side? Im realy interested in this Lua server, does this mean mods can be on server side and client side doesnt need to download mods?
It's possible, but I'd rather you didn't add one.
Ronizwinter wrote:
Also those player models look a bit iff, il change them if you want but i dont have the software to do so. just point me in the right direction and i should be ok. Blue_Happy1 Baring in mind im using linux and i only know how to compile those tar.gz
You'll need Lua 5.1 (NOT 5.2!), SDL 1.2 (NOT 2.0!), and zlib.

If you're using a Debian-based distro, you'll need to make like so:
Code: Select all
make CFLAGS_EXTRA="-I/usr/include/lua5.1" LIBS_Lua="-llua5.1"
If you'd like to make your own PMF models,
Code: Select all
./iceball -s 0 pkg/iceball/pmfedit
and read docs/editor_pmf.txt.
Note, this editor only supports single-bone models, so you'll have to stitch several files together to form one file using a simple hack like that one commented out somewhere.
Stuff should be saved as clsave/vol/*.pmf or clsave/iceball/pmfedit/vol/*.pmf.

I would like to give the PMF editor a much-needed overhaul, actually, as I have plans to make some ridiculous stuff :)
Dzhoel
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GreaseMonkey wrote:
Anyone remember this? (You'll need to build 0.0-7 for full effect, otherwise you won't get the roll)
Image
Holy.
fuck.
Is this real life? yes?
IT CAME BACK! YESSS Green_BigSmile
HoboHob
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It did indeed.
GreaseMonkey
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Now, some of you people think that "we need cubes" is really important at this stage, but I have said time and time again
Image
that it's not a priority, so if I were you I'd just sh... Oh wait.

EDIT: 0.0-8 Windows build.
mr.f
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Most impressive, sir.
Sasquatch
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Now lets whine about how they need shadow.

loljk. Excellent work. I have yet to play this but I am very excited. I'm going to wait for the first real beta release.
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