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 42 of 94 First unread post
Ronizwinter
Deuce
Posts: 11
Joined: Sun Jan 06, 2013 2:33 pm


How do you get "voxels" without running out of ram. each "voxel" must take up 4-6 bits of info right. Do you use arrays or what?
10se1ucgo
3 Years of Ace of Spades
3 Years of Ace of Spades
Posts: 198
Joined: Sun Dec 16, 2012 4:29 pm


Every time I compile iceball, when I try to run it it says "iceball.exe has encountered a problem and needs to close. We are sorry for the inconvenience"
stderr.txt is empty, but stdout.txt has:
Code: Select all
Starting server on port 0, mod "pkg/base"
pkg/base/main_server.lua starting
pkg/maps/mesa.vxl
base dir:	base
mapdata 2695628 512x64x512
pkg/base/main_server.lua loaded.
Now loading client; please wait! [pkg/base/main_client.lua]
file request: 03 lua "pkg/base/main_client.lua"
hook_file:	true	lua	pkg/base/main_client.lua
Client loaded! Initialising...
pkg/base/main_client.lua starting
file request: 03 lua "pkg/base/version.lua"
hook_file:	true	lua	pkg/base/version.lua
file request: 09 wav "pkg/base/wav/buld.wav"
hook_file:	true	wav	pkg/base/wav/buld.wav
file request: 03 lua "pkg/base/lib_gui.lua"
hook_file:	true	lua	pkg/base/lib_gui.lua
file request: 03 lua "pkg/base/lib_util.lua"
hook_file:	true	lua	pkg/base/lib_util.lua
jordan
Deuced Up
Posts: 97
Joined: Thu Jan 03, 2013 12:45 pm


BozoDel wrote:
jordan wrote:
rakiru wrote:
Eww, winrar. Go and get 7zip.
are you joking winrar is the best !! Green_BigSmile Green_BigSmile
One can see you never tried 7zip.
No I'm kidding, They both do the same job. Winrar just gives me that annoying "BUY WINRAR" message everytime I try opening it but still.
GreaseMonkey
Coder
Coder
Posts: 733
Joined: Tue Oct 30, 2012 11:07 pm


WinRAR is a proprietary piece of shit. Don't use it. If you really, for whatever bloody reason, need better compression than what zip provides (I use Info-ZIP, which comes with most Linux distros), use 7zip, or hell, if you need even more, use PAQ.

Guys, I'm sick of the retardedness of this thread. Stop posting useless shit.

There will never be an SMG. Stop asking for one. This is a final decision, and will not change.
Go play 1.0 if you want an SMG.

With that said, here's the important stuff...
10se1ucgo wrote:
Every time I compile iceball, when I try to run it it says "iceball.exe has encountered a problem and needs to close. We are sorry for the inconvenience"
stderr.txt is empty, but stdout.txt has:
Code: Select all
Starting server on port 0, mod "pkg/base"
pkg/base/main_server.lua starting
pkg/maps/mesa.vxl
base dir:	base
mapdata 2695628 512x64x512
pkg/base/main_server.lua loaded.
Now loading client; please wait! [pkg/base/main_client.lua]
file request: 03 lua "pkg/base/main_client.lua"
hook_file:	true	lua	pkg/base/main_client.lua
Client loaded! Initialising...
pkg/base/main_client.lua starting
file request: 03 lua "pkg/base/version.lua"
hook_file:	true	lua	pkg/base/version.lua
file request: 09 wav "pkg/base/wav/buld.wav"
hook_file:	true	wav	pkg/base/wav/buld.wav
file request: 03 lua "pkg/base/lib_gui.lua"
hook_file:	true	lua	pkg/base/lib_gui.lua
file request: 03 lua "pkg/base/lib_util.lua"
hook_file:	true	lua	pkg/base/lib_util.lua
Check if your computer has SSE2 support. This one doesn't, but that's OK because I build from the source code (although the framerate is bloody awful, 7FPS while moving). If you don't have SSE2 support, make a copy of Makefile.mingw (I just call my copy "Makefile.poo", it works), and remove the -msse2 bit, and then use that makefile instead.
Ronizwinter wrote:
How do you get "voxels" without running out of ram. each "voxel" must take up 4-6 bits of info right. Do you use arrays or what?
A 512x64x512 raw map of 4-byte entries is 64MB. However, I just use a format based on VXL, which tends to use up about 3MB. It stores 4 bytes for every vertical "gap", and 4 bytes for every visible block. For a 512x512 map, I have a 512x512 array of pointers to a bunch of lists of 4-byte entries, which I rewrite each time I want to change the data, and I extend + reallocate the memory if there's not enough space.

-----

By the way, don't open the files in Notepad. We use Unix-style line endings, which are different from Windows-style ones. I'm guessing Notepad++ would be a better option for Windows. I've been using Kate on Linux, but I'm basically forced to use VIM now due to my RSI.

DO NOT USE WORD. WordPad might be better.
Space Inspader
Deuced Up
Posts: 166
Joined: Sun Dec 02, 2012 7:33 pm


I've requested this already dangit, Assault rifle. Now.
jordan
Deuced Up
Posts: 97
Joined: Thu Jan 03, 2013 12:45 pm


Yeah a game filled with just riflers might get boring...
Jdrew
Mapper
Mapper
Posts: 4808
Joined: Tue Oct 30, 2012 10:48 pm


This is why you should just make your own forums, there are a ton of free hosts out their for PHPBB
GreaseMonkey
Coder
Coder
Posts: 733
Joined: Tue Oct 30, 2012 11:07 pm


Space Inspader wrote:
I've requested this already dangit, Assault rifle. Now.
jordan wrote:
Yeah a game filled with just riflers might get boring...
GreaseMonkey wrote:
There will never be an SMG. Stop asking for one. This is a final decision, and will not change.
Go play 1.0 if you want an SMG.
why can't you morons read

p.s. second weapon to be implemented is most likely to be shotgun which isn't a rifle so stfu
10se1ucgo
3 Years of Ace of Spades
3 Years of Ace of Spades
Posts: 198
Joined: Sun Dec 16, 2012 4:29 pm


GreaseMonkey wrote:
Check if your computer has SSE2 support. This one doesn't, but that's OK because I build from the source code (although the framerate is bloody awful, 7FPS while moving). If you don't have SSE2 support, make a copy of Makefile.mingw (I just call my copy "Makefile.poo", it works), and remove the -msse2 bit, and then use that makefile instead.
Yeah my processor can take instruction from: MMX(+), 3DNow!(+), SSE(1, 2, 3), x86-64, AMD-V
Razor
Deuced Up
Posts: 69
Joined: Tue Dec 11, 2012 10:23 pm


We should have a feature to compress the game mods we make for server use and just zap it and uncompress it there. It would make it easier for servers to send mods to people without having them download potentially huge files.
Dzhoel
Deuced Up
Posts: 116
Joined: Sat Dec 15, 2012 5:49 am


GreaseMonkey wrote:
Space Inspader wrote:
I've requested this already dangit, Assault rifle. Now.
jordan wrote:
Yeah a game filled with just riflers might get boring...
GreaseMonkey wrote:
There will never be an SMG. Stop asking for one. This is a final decision, and will not change.
Go play 1.0 if you want an SMG.
Nice to see you're keeping your ground mate.
btw, what version are you trying to reflect for Iceball?
rakiru
Coder
Coder
Posts: 1349
Joined: Sun Nov 11, 2012 12:26 pm


jdrew wrote:
This is why you should just make your own forums, there are a ton of free hosts out their for PHPBB
Free hosting is horrible and you should feel bad. Also, I know at least two of the people working on Iceball in some way have servers that could be used for hosting a website. I have 3 servers that it would be possible to quickly throw a forum up on. We have the club too, which gives a basic forum.
Having another forum wouldn't stop this though. All that would do is let us delete posts and ban users (which GreaseMonkey can currently do in the club if we used that).
Razor wrote:
We should have a feature to compress the game mods we make for server use and just zap it and uncompress it there. It would make it easier for servers to send mods to people without having them download potentially huge files.
Lua files take up little space as they are just text files, but all file transfers are compressed anyway - that's what the zlib library is used for.
HoboHob
Winter Celebration 2013
Winter Celebration 2013
Posts: 979
Joined: Mon Nov 05, 2012 5:02 pm


rakiru wrote:
Eww, winrar. Go and get 7zip.
Yes, 7zip is master archiver. But I said winrar because it appears to be what CraftDinur is using.

Also this thread has rapidly devolved.
TheSifodias
Modder
Modder
Posts: 108
Joined: Fri Nov 23, 2012 9:29 pm


Hobohob the winning formula:
Update = More On-Topic Posts.
GreaseMonkey
Coder
Coder
Posts: 733
Joined: Tue Oct 30, 2012 11:07 pm


10se1ucgo wrote:
GreaseMonkey wrote:
Check if your computer has SSE2 support. This one doesn't, but that's OK because I build from the source code (although the framerate is bloody awful, 7FPS while moving). If you don't have SSE2 support, make a copy of Makefile.mingw (I just call my copy "Makefile.poo", it works), and remove the -msse2 bit, and then use that makefile instead.
Yeah my processor can take instruction from: MMX(+), 3DNow!(+), SSE(1, 2, 3), x86-64, AMD-V
You'll need to use a debugger, then, because something is horribly wrong.
If you can get the line in the source code where it crashes, that will be very useful thanks.
Dzhoel wrote:
Nice to see you're keeping your ground mate.
btw, what version are you trying to reflect for Iceball?
No specific version.
TheSifodias wrote:
Hobohob the winning formula:
Update = More On-Topic Posts.
Bit hard when my arm muscles are fucked.
With that said, I got a map generator working. It doesn't match the classicgen yet, though. but it does have the basic "plasma scaled to range + sin(x)" thing in place. I haven't been able to test it properly on this comp, though, because Triplefox changed the timing model, and it doesn't adequately compensate for slow comps.
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