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Re: Iceball Project

Posted: Sat Nov 17, 2012 8:13 pm
by rakiru
Eden wrote:
Eden is proud to present the first ever third party mod for Iceball!
download: http://www.mediafire.com/?zjoe53qzy71zqpr
Image
I already made a couple of mods, but I guess yours could be the first public mod. :P

Re: Iceball Project

Posted: Sun Nov 18, 2012 12:46 am
by Eden
OP, when will you change the blocks' rendering to a full cube?

Re: Iceball Project

Posted: Sun Nov 18, 2012 1:49 am
by GreaseMonkey
Eden wrote:
OP, when will you change the blocks' rendering to a full cube?
For the map? Eventually.
For PMFs? No.

Re: Iceball Project

Posted: Sun Nov 18, 2012 1:54 am
by HoboHob
GreaseMonkey wrote:
Eden wrote:
OP, when will you change the blocks' rendering to a full cube?
For the map? Eventually.
For PMFs? No.
You should make an option for PMF's.

Either that or I will :twisted:

Re: Iceball Project

Posted: Sun Nov 18, 2012 3:06 am
by GreaseMonkey
HoboHob wrote:
GreaseMonkey wrote:
Eden wrote:
OP, when will you change the blocks' rendering to a full cube?
For the map? Eventually.
For PMFs? No.
You should make an option for PMF's.

Either that or I will :twisted:
OK then, compile the code and work on the renderer. If it's a slow piece of shit, I'll revert it.

Re: Iceball Project

Posted: Sun Nov 18, 2012 3:53 am
by Sasquatch
Pardon my ignorance but... Is the purpose of iceball to eventually replace the AoS beta, or is it just another alternative? When v1.0 shoots up, will we be hosting slightly modified .75 servers that are compatible with the new master server, or are we aiming to run AoS entirely on iceball?

Re: Iceball Project

Posted: Sun Nov 18, 2012 9:56 am
by Ryu
But lets hope when they do development,It wont turn out to be like the current AoS.Keep the good job guys.

Re: Iceball Project

Posted: Sun Nov 18, 2012 11:02 pm
by HoboHob
IceBall won't be playable for a while, I guarantee that.

Re: Iceball Project

Posted: Mon Nov 19, 2012 1:45 am
by GreaseMonkey
It will be playable in a few days if I can stay on top of things.

Anyhow, player models and fog.

Image

Also, players have names + squads. No, we're not talking about those dreadful /squad squads; it's more of a meta thing for organising your team.

Finally, the name generator managed to spew out the name "boozeator". I think it's a keeper.

Re: Iceball Project

Posted: Mon Nov 19, 2012 2:30 am
by a girl
Playable as in you have the server side stuff put together as well? Also, I sure hope you are adding tons of little features for hack detection use later on down the road :D

Re: Iceball Project

Posted: Mon Nov 19, 2012 2:32 am
by Sasquatch
Looks noice mayng

Re: Iceball Project

Posted: Mon Nov 19, 2012 4:38 pm
by HoboHob
I assume you have no networking code done?

Take it from me man, networking code takes 80-90% of the time in multiplayer games.

Re: Iceball Project

Posted: Mon Nov 19, 2012 6:09 pm
by rakiru
HoboHob wrote:
I assume you have no networking code done?

Take it from me man, networking code takes 80-90% of the time in multiplayer games.
Haha, not for me, but that's because I'm shit at graphics programming.

Re: Iceball Project

Posted: Mon Nov 19, 2012 7:52 pm
by ThisFrickinSite
HoboHob wrote:
I assume you have no networking code done?

Take it from me man, networking code takes 80-90% of the time in multiplayer games.
In 0x10c, Notch finished it in one week.

Re: Iceball Project

Posted: Mon Nov 19, 2012 8:37 pm
by HoboHob
ThisFrickinSite wrote:
HoboHob wrote:
I assume you have no networking code done?

Take it from me man, networking code takes 80-90% of the time in multiplayer games.
In 0x10c, Notch finished it in one week.
Finished eh? Looks like it's still a WIP to me...

Also I would like to point out to everyone, I did not say network code takes months of hard work and slavery. I said it takes about 80-90% of the time. Why? Because it's the most complicated part that requires you to work on 2 separate programs simultaneously.