VoxelWar Discussion thread

Miscellaneous projects by the Build and Shoot community.
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Kyzaca
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Evergreen wrote:
I have a decent laptop, not intended for gaming. I get 40+ frames on OS on low settings and it's still far better visually. I opened up this client on default and got a visually confusing, difficult to operate, unattractive and generally bad feeling game on 13 frames a second.

The game tilts way too much, it doesn't feel natural at all. Instead, it makes me feel sick trying to play it. The mouse movements are way too fast, and rather than steady when aiming the game punishes you for it by throwing your mouse even faster away from the target. This feels like when old game developers would make games impossible to control rather than focus on gameplay to make the games longer. Rather than make a game that feels realistic, you just turned the mouse speed way up and made it tilt a bunch.
Image

That whole slippy slidy aiming needs to go back to preschool and learn proper behavior.
epicfacethe3rd
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Kyzaca wrote:
Evergreen wrote:
I have a decent laptop, not intended for gaming. I get 40+ frames on OS on low settings and it's still far better visually. I opened up this client on default and got a visually confusing, difficult to operate, unattractive and generally bad feeling game on 13 frames a second.

The game tilts way too much, it doesn't feel natural at all. Instead, it makes me feel sick trying to play it. The mouse movements are way too fast, and rather than steady when aiming the game punishes you for it by throwing your mouse even faster away from the target. This feels like when old game developers would make games impossible to control rather than focus on gameplay to make the games longer. Rather than make a game that feels realistic, you just turned the mouse speed way up and made it tilt a bunch.
Image

That whole slippy slidy aiming needs to go back to preschool and learn proper behavior.
neither of you seem to get that that's kind of the point: to make it harder to aim. as for the low quality part, it's using voxlap. I'm sure that the moment the source is released, someone will make an opengl port. or at least a Pn3d renderer, if ken ever releases the source.
1Shot1Kill
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Evergreen wrote:
LeCom wrote:
Openspades just needs too many ressources; even on a good modern PC, the frame rate is a lot worse than on the normal AoS for example. Its system requirements are just way too high for pushing.
I have a decent laptop, not intended for gaming. I get 40+ frames on OS on low settings and it's still far better visually. I opened up this client on default and got a visually confusing, difficult to operate, unattractive and generally bad feeling game on 13 frames a second.

I could set all the settings on low, but it doesn't look good. Not after using OpenSpades. When OpenSpades performs better than this, what's the point in sacrificing quality?

The different feel?

The game tilts way too much, it doesn't feel natural at all. Instead, it makes me feel sick trying to play it. The mouse movements are way too fast, and rather than steady when aiming the game punishes you for it by throwing your mouse even faster away from the target. This feels like when old game developers would make games impossible to control rather than focus on gameplay to make the games longer. Rather than make a game that feels realistic, you just turned the mouse speed way up and made it tilt a bunch.

I hope you don't think I'm being too critical of it, it's got potential. I hope you can use this feedback to improve the client.
Exactly what I think of this game.
epicfacethe3rd
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how about this:
since all you guys are complaining about this, and i'm sure no pcs exist with less than 2 gig's of ram anymore, the moment lecom lets the source out, I'll work on making a openGL port of the game. better yet, if he will give me the source in this week I will work on an opengl port as soon as humanly possible for me to do so. feel free to beg him to give me the source by PM'ing him. I want to do this as much as you guys.
LeCom


1. On every PC that I saw running VXW so far, it's exactly the reverse case: Voxlap runs with 60 FPS and high settings, while OS runs with 10 on lowest settings. Some other users have similar experience, and we are using pretty modern PCs, not some old rigs. There are just PCs that run Voxlap faster, and PCs that run GL faster. There has been a lot of criticism because openspades runs so shitty on many PCs too.

2. You should stop complaining about balancing. In AoS, the rifle already spreads like an SMG, and there's still lots of insane headshot spam. It's not even really balanced in VXW: rifle accuracy is close to 100%, and if you take your time to aim carefully, you can pop enemies like heck. Nobody likes to play with aimbots, no matter if it's a hack or a legit player.

3. Ken said he was going to release a pnd3d SDK. Its performance beats everything and would make guys that love opengl for its speed on their own PCs quickly stop complaining. Optional textures would make different types of blocks a lot easier to implement. The question is when PND will be published.

4. I noticed that some people come for 5 minutes and leave again. I don't think you get bored so quickly of the current game mode (one can play it for hours alone). What is your problem?
Evergreen
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epicfacethe3rd wrote:
Spoiler:
Kyzaca wrote:
Evergreen wrote:
I have a decent laptop, not intended for gaming. I get 40+ frames on OS on low settings and it's still far better visually. I opened up this client on default and got a visually confusing, difficult to operate, unattractive and generally bad feeling game on 13 frames a second.

The game tilts way too much, it doesn't feel natural at all. Instead, it makes me feel sick trying to play it. The mouse movements are way too fast, and rather than steady when aiming the game punishes you for it by throwing your mouse even faster away from the target. This feels like when old game developers would make games impossible to control rather than focus on gameplay to make the games longer. Rather than make a game that feels realistic, you just turned the mouse speed way up and made it tilt a bunch.
Image

That whole slippy slidy aiming needs to go back to preschool and learn proper behavior.
neither of you seem to get that that's kind of the point: to make it harder to aim. as for the low quality part, it's using voxlap. I'm sure that the moment the source is released, someone will make an opengl port. or at least a Pn3d renderer, if ken ever releases the source.
It wasn't JUST about quality. It's about loss of quality at the cost of performance. I won't give up my performance for an upgrade, and I certainly won't for a downgrade. This is on my personal computer, I can't speak for others, and if this offers them a performance, great! If it helps, I can post my system specs so other users can know what rig this might/might not work on. As far as the aiming, you've purposefully made it more difficult. This is to make things more realistic to how they actually work, correct? My complaint isn't that you failed with your goal. You achieved it spectacularly, it's impossible to aim! What I am saying is that maybe your goal is not functional gameplay wise. Realistically, when you aim, you're more accurate, but slower. This is the standard mold, but that's because of what works. What is the purpose of aiming in your game? It's impossible to use, it makes no sense for gameplay, and is a useless feature intended to be counterintuitive. It simply doesn't work. You've achieved your goal, you've done exactly what you wanted to, but it just doesn't work. There are better ways to make aiming harder while maintaining realism and sensible gameplay, and if you get those right this could be a lot of fun. But at this point, it's not an enjoyable experience.

The point;

The idea is good, give players a more flexible and challenging alternative. But how you went about it wasn't effective.


Here's some suggestions as to what might work instead; (*Aiming refers to looking down sights)

- Motion when aiming rather than a perfectly steady hand
- Running while shooting affects accuracy
- Very slow movement when aiming
Things like those are realistic ways to make the game feel more difficult, in a way that makes sense.
Warp
Green Master Race
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I would have to agree with Evergreen. I was trying to take some AI's out on a building yesterday, I move my moue very slightly and it pings across the screen. Pls fix :)

Good news- got VXW using my graphics card, now does 45-50fps on Full HD with FF and others open as well :D
LeCom


I'm still balancing that thing. If that one detail spoils the whole game for you, CoD/CS or whatever might be a better alternative. VXW is not all about sniping, unlike openspades or similar.
Answer this: Why should you do the effort of aiming a mortar or carrying a HMG if you can just headshot everybody with a portable and simple to use rifle?
See, this is why I'm trying to balance it. I can also just make the aiming as OP as in OS for example. But to keep it balanced, the rifle would have to spread like the SMG.
However, this problem is still being worked on. So you say something like a shaking hand? Do you think it's a solution that everybody (or at least the majority) would be ok with?

Concerning framerate, it runs very well one some PCs and shitty on others. Depends on the hardware combination I guess, but definitely not on how old or new the PC is.
MrHaaax
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So, uh... Modding?
Image
It's olive drab. The shield has a darker shade, FYI. It's a random design based much on Vickers MG.

EDIT: too big. Also added bipod rest something.
Image
LeCom


If too big, you can always adjust the KV6 resolution/density (will make VXW slower tho' if you use too big values)
Zekamalikyd
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i made this
Image
learn_more
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a small suggestion, make the keys bindable :)
LeCom


learn_more wrote:
a small suggestion, make the keys bindable :)
For this task, there's AutoHotKey. It's a lot easier to write a script that contains "a::b" than to look up SDL_Key and SDL_Scancode values in header files :)
(IIRC there's no other good way of implementing key rebinding than as in AoS)
Evergreen
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LeCom wrote:
I'm still balancing that thing. If that one detail spoils the whole game for you, CoD/CS or whatever might be a better alternative. VXW is not all about sniping, unlike openspades or similar.
Answer this: Why should you do the effort of aiming a mortar or carrying a HMG if you can just headshot everybody with a portable and simple to use rifle?
See, this is why I'm trying to balance it. I can also just make the aiming as OP as in OS for example. But to keep it balanced, the rifle would have to spread like the SMG.
However, this problem is still being worked on. So you say something like a shaking hand? Do you think it's a solution that everybody (or at least the majority) would be ok with?

Concerning framerate, it runs very well one some PCs and shitty on others. Depends on the hardware combination I guess, but definitely not on how old or new the PC is.
I don't think you understand what I'm trying to say. The idea of making a non CoD, non CS, non run and gun shooter client is a great one! I would love to see a decent alternative to run and gunning, that would be great. ALL I was saying is that there are more effective, more creative, and more realistic ways to to make it harder without simply altering mouse speed and tilting.

I was tired last night, I'm sorry if I failed to communicate that effectively
bloodfox
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DAMMIT. After a long weekend at a funeral, I get to see this amazing update. (I, myself, love UI in games).

Good job, Lecom! :D
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