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Posted: Wed Oct 15, 2008 10:48 pm
by KGJV
ICE 3.41 : http://code.google.com/p/allegice/

New in 3.41:

updated to VC9 (VC++ 2008 SP1 runtime required if you don't have it already) new fields:
price for all part types (including weapons,shlds,cloak,..) floating icon bitmap for all part types icon/loadout for all part types (was missing for some part types) cargo payload for chaffs minor changes in some labels zoomable editing for all 'description' fields.

The "price for all part types" property should work with current clients/servers (R4) since all parts are handled the same way.

This means you can now add guns, shield, cloaks, boosters that cost money...(Lux mini3 anyone? :) )

Posted: Wed Oct 15, 2008 10:51 pm
by Adaven
Very nice work.

Posted: Wed Oct 15, 2008 11:14 pm
by Andon
You, sir, are awesome

Posted: Thu Oct 16, 2008 3:06 pm
by Vlymoxyd
I though prices on guns would be a code change... I didn't know the only code that needed to change was ICE. Again, you are awesome.

Posted: Thu Oct 16, 2008 4:27 pm
by Dark_Sponge
Awesome. More options for core designers is always good. Is there any more functionality that could be obtained through changing ICE?

Posted: Thu Oct 16, 2008 5:23 pm
by KGJV
Dark_Sponge wrote:QUOTE (Dark_Sponge @ Oct 16 2008, 06:27 PM) Awesome. More options for core designers is always good. Is there any more functionality that could be obtained through changing ICE?
Latest ICE is pretty close to expose 100% of the datas stored in cores.

There are still unexposed bits, like some color values for instance and a few other bits.

Posted: Thu Oct 16, 2008 7:11 pm
by Andon
Color values? What do you mean by this?

Posted: Thu Oct 16, 2008 8:13 pm
by KGJV
Andon wrote:QUOTE (Andon @ Oct 16 2008, 09:11 PM) Color values? What do you mean by this?
well for example, Projectiles, Mines, Probes, Chaffs and Missiles all share a common block of bits which hold a color value that isn't editable in current ICE but could be.

But, AFAIK, this color value isn't used by the engine so I see no point of exposing it until we eventually change the engine to use it.

Also, Probe/Mine/Missiles/Chaff are all what is called Expendable and all have an ExpendableAbilityBitMask. But in ICE you only see the full mask for probes (the 'features' flags) and partially for missiles (capture/resonate). It's not shown for chaffs and mines because the code doesn't use them but it's there in the core file.

Posted: Thu Oct 16, 2008 8:22 pm
by Andon
I always wondered why probes could capture bases and resonate alephs in ICE.

Can you give those abilities to projectiles as well? And, on another note, can you change missiles (in the core/engine) both capture bases and resonate alephs?

Posted: Thu Oct 16, 2008 9:28 pm
by parcival
`yt! GJ!!!