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:
That's because we all have different opinions. Ben obviously didn't like it, or maybe he did but most people didn't. Saying the drunk camera is inherently bad is false.
The issue with drunken camera is it made a lot of people motion sick. It should be an option.
Dzhoel
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Articsledder wrote:
HoboHob wrote:
That's because we all have different opinions. Ben obviously didn't like it, or maybe he did but most people didn't. Saying the drunk camera is inherently bad is false.
The issue with drunken camera is it made a lot of people motion sick. It should be an option.
exactly, Greasemonkey wanted to restore the old feel of the game by re-adding drunk cam. What he didn't do was make an option to change it. Im all for drunk cam but most people aren't. Green_tongue
jordan
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Image
Yay for blocks.
Drunk cam gives me headaches though Blue_Crying2
Ki11aWi11
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Vucgy wrote:
Congrats on the 3d cubes. Green_Wink1
And a appeal dont add the drunken cam it is sh*t Green_Septic
Greasemonkey, what are you're plans with the way guns are rendered, basically the only thing that I preferred the Open GL engine having over voxlap, was the slab6 models being rendered with 3D cubes rather than 2D squares. Will Ice Ball be able to render guns like this?
HoboHob
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Ki11aWi11 wrote:
Vucgy wrote:
Congrats on the 3d cubes. Green_Wink1
And a appeal dont add the drunken cam it is sh*t Green_Septic
Greasemonkey, what are you're plans with the way guns are rendered, basically the only thing that I preferred the Open GL engine having over voxlap, was the slab6 models being rendered with 3D cubes rather than 2D squares. Will Ice Ball be able to render guns like this?
I GreaseMonkey has said before, he won't be doing this. Mainly for speed issues I would guess.

Also the client/server Lua files should be re-written to be a little more modder friendly. Honestly I have spent the last few hours trying to decode the files, they are written very cryptically.

Little to no comments, variable names are all abbreviated (if I see another abbreviated variable I will strangle someone).

EDIT:
A true Iceball
Image
And a weird glitch where you appear to be 2 blocks tall without crouching:
Image

And just another glitch, when you jump in water. You can't jump out 99% of the time.

Also is it possible to change the map, I absolutely hate mesa.vxl.
GreaseMonkey
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Vucgy wrote:
Congrats on the 3d cubes. Green_Wink1
And a appeal dont add the drunken cam it is sh*t Green_Septic
Drunken cam is now the default again, until I can find another way to piss you off. Go away.
Sonarpulse wrote:
This just occurred to me, iceball has it's own client-server protocol for good reason, but perhaps the master server should support iceball servers too.
I'm considering adding a serverside API for TCP connections, but that will be after 0.1 is released. Until now, share the server/port info in places.
BozoDel wrote:
Edit: this is a question. how can I configure the keys properly?
clsave/pub/controls.json.
The numbers you are looking for are listed in pkg/base/lib_sdlkey.lua.
Ki11aWi11 wrote:
Greasemonkey, what are you're plans with the way guns are rendered, basically the only thing that I preferred the Open GL engine having over voxlap, was the slab6 models being rendered with 3D cubes rather than 2D squares. Will Ice Ball be able to render guns like this?
If I ever make it possible to render cubes, they'll probably be orthographic. I have no plans to make this happen right now.
HoboHob wrote:
Also the client/server Lua files should be re-written to be a little more modder friendly. Honestly I have spent the last few hours trying to decode the files, they are written very cryptically.
I'm hoping to have a proper modding API in there eventually. For now, you'll just have to learn some linear algebra and trigonometry and stuff like that.
HoboHob wrote:
Little to no comments, variable names are all abbreviated (if I see another abbreviated variable I will strangle someone).
usr_hbhb = EMOT_ANGR
HoboHob wrote:
And a weird glitch where you appear to be 2 blocks tall without crouching:
Image
Press F1. Does it say c: 1? If so, you're crouching.
HoboHob wrote:
And just another glitch, when you jump in water. You can't jump out 99% of the time.
This is to do with the framerate-independent physics being a bit too framerate-dependent. It'll need a Lua-side fix.
HoboHob wrote:
Also is it possible to change the map, I absolutely hate mesa.vxl.
./iceball -s 20737 pkg/base pkg/maps/normandie.vxl
Of course, that's only an example.

EDIT: Derp, made a mistake. Fixed with that underline thing.
Last edited by GreaseMonkey on Thu Jan 10, 2013 1:37 am, edited 1 time in total.
HoboHob
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I can't seem to replicate the glitch unfortunately.

EDIT:
And it's
Code: Select all
./iceball -s 20737 pkg/base pkg/maps/normandie.vxl
Last edited by HoboHob on Wed Jan 09, 2013 3:35 am, edited 1 time in total.
GreaseMonkey
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Pardon the double post, but I don't have the topic review with the "edit" thing. I forgot this thing...
BozoDel wrote:
Edit 2: hey, I couldn't help but notice that the default languages are Portuguese and Polish... where are you from, Grease? (and the other guys working on the project too?)
That's another measure to force people to change their configs, which I might enforce in future. The languages thing should allow servers to require and forbid languages.
BozoDel
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GreaseMonkey wrote:
BozoDel wrote:
Edit: this is a question. how can I configure the keys properly?
clsave/pub/controls.json.
The numbers you are looking for are listed in pkg/base/lib_sdlkey.lua.

Hm, no such file in the Windows compiled bin. I guess I'll have to compile meself... or get by with a qwerty cause I'm lazy lolololo
Dzhoel
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i love how pissed off greasemonkey gets :3
Cajun Style
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Here on MinGW I'm having a segfault. I tried pmfedit and mapedit, both had the same thing. I couldn't pin=point the error, and I don't feel like looking into the tga format atm.
Spoiler:
Code: Select all
Program received signal SIGSEGV, Segmentation fault.
img_parse_tga (len=37110, data=0x5a21818 "") at ../src/img.c:106
106                                                     img->pixels[idx++] = tmp_col;
(gdb) bt
#0  img_parse_tga (len=37110, data=0x5a21818 "") at ../src/img.c:106
#1  0x00408051 in icelua_fn_common_fetch_poll (L=0x4084340)
    at ../src/lua_fetch.h:239
#2  0x0041aeab in luaD_precall ()
#3  0x0041b278 in luaD_call ()
#4  0x0041337d in lua_call ()
#5  0x0040bd7c in icelua_fn_common_fetch_block (L=0x4084340) at ../src/lua_fetch.h:341
#6  icelua_fn_common_fetch_block (L=0x4084340) at ../src/lua_fetch.h:315
#7  0x0041aeab in luaD_precall ()
#8  0x0041b278 in luaD_call ()
#9  0x0041337d in lua_call ()
#10 0x0040b05d in icelua_fn_common_img_load (L=0x4084340) at ../src/lua_image.h:89
#11 0x0041aeab in luaD_precall ()
#12 0x0041f4ba in luaV_execute ()
#13 0x0041b2b4 in luaD_call ()
#14 0x0041337d in lua_call ()
#15 0x0040bb54 in icelua_fn_base_dofile (L=0x4084340) at ../src/lua_base.h:50
#16 0x0041aeab in luaD_precall ()
#17 0x0041f4ba in luaV_execute ()
#18 0x0041b2b4 in luaD_call ()
#19 0x00412318 in f_call ()
#20 0x0041a681 in luaD_rawrunprotected ()
#21 0x0041b409 in luaD_pcall ()
#22 0x004133ec in lua_pcall ()
#23 0x0040cfa3 in icelua_initfetch () at ../src/lua.c:233
#24 0x0040d76e in icelua_init () at ../src/lua.c:389
#25 0x00402411 in SDL_main (argc=argc@entry=4, argv=argv@entry=0x40827b8) at ../src/main.c:568
#26 0x00427265 in console_main (argc=argc@entry=4, argv=argv@entry=0x40827b8) at ./src/main/win32/SDL_win32_main.c:315
#27 0x0042731a in WinMain@16 (hInst=0x400000, hPrev=0x0,
    szCmdLine=0x40d2222 "-s 0 pkg/iceball/pmfedit", sw=10)
    at ./src/main/win32/SDL_win32_main.c:398
#28 0x0042c6bb in main ()

(gdb) print x
$1 = <optimized out>
(gdb) print idx
$2 = <optimized out>
(gdb) print img
$3 = (img_t *) 0x5b80020
(gdb) print tmp_col
$4 = <optimized out>
(gdb) print rle
$5 = 127
(gdb) print i
$6 = <optimized out>
(gdb) print head.flags
$7 = 0 '\000'
(gdb) print head.height
$8 = 19
(gdb) print head.width
$9 = 10273
NOTE: On Windows, you will need to check stderr.txt for the help you need.
I haven't worked out how to make SDL *NOT* do this stupid crap yet
According to this, this:
./configure --prefix=/mingw --enable-stdio-redirect=no

Here are some questions I don't have time to look-up now (and I couldn't find):
Are blocks allowed to overlap each other in PMF? Is being at exactly the same spot valid? What's the size of a normal block?
What does the -s switch exactly do?
Monstarules
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If you want to do vehicles, I have a Bell Huey .KV6
BozoDel
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hey, what if we rename the project to "NoSMG"
HoboHob
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Last night I had an idea for making the Iceball Lua backend a bit more... pretty.

All lib_*.lua should go in a folder pkg/base/libs. All mods should go in pkg/base/mod_name (this is already being done).

Then in the pkg folder, there will be a mods_config.json thingy, it would look a bit like this:
"mods": {"SMG", "Artillery", "Vehicles"},

"mod":{
"mod_name": "SMG",
"description": "I made this to make GreaseMonkey rage lololololo xDDDDD I am so funny lol xD",
"help": "Press . to change your weapon",
"file": "pkg/smg/plugin_smg.lua"
}

"mod":{
"mod_name": "Artillery",
"description": "Adds artillery to the game! Own people from several grid coords away!",
"help": "Right click to aim and fire artillery",
"file": "pkg/artillery/plugin_artillery.lua"
}

"mod":{
"mod_name": "Vehicles",
"description": "Adds vehicles to the game.",
"help": "Press E to enter vehicles",
"file": "pkg/vehicles/mod_vehicles.lua"
}
The description of each mod is displayed when you join a server.

Help can be accessed by typing /help mod_name.

This is so that a server can easily run more than one mod at a time.
Monstarules
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Perfect Hobohob! Just what I was thinking of (seriously, what I was thinking)
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