VoxelWar Discussion thread
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bloodfox
Post Demon
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Same. Somehow, I gotta feeling that vxw will attract more attention with solid looking kv6 sprites
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LeCom
MrHaaax wrote:Syntax? You edit the Mod.ini as any other .ini file. You just set yoffset under [Gun0] to some value until it's fine.LeCom wrote:How?!? I don't know what the syntax is ;(MrHaaax wrote:One more thing: Try to reposition the camera when you're ADS. Currently it's behind the whole gun and that leaves us very little room for detailing. Can you move it up furtherIf you encrease the KV6 Y pivot (and decrease the noscope Y pivot in the Mod.ini with the same value), you will have this effect. Would you like me to make it easier by adding the pivot thing for ADS too?
Black is the current version, red is the purposed one.
EddieMann wrote:I hope that this will have an offical server list and grow to be as popular as BnS...If you mean that your gun is spinning around your cursor in an insane speed: Yes, it's a bug that I didn't notice when the update was released (didn't appear on the old rig that I often use for coding). Tho' it doesn't appear in the not yet released version.
Gameplay feels loose, since the camera doesn't stop at your feet, mouse seems to be as sensitive as the average tumblr user, the guns seem to be floating in mid-air even when looking down the scope, bots have better aim, etc.
Could use some more work.
The bot aiming is good as it is because it makes playing against bots difficult. If it's too easy, it's not interesting anymore.
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LeCom
xCross wrote:666th post in the thread hehehI already knew that it's a troll post when seeing your name.
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epicfacethe3rd
Deuced Up - Posts: 395
- Joined: Fri Sep 27, 2013 11:07 pm
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1Shot1Kill wrote:+1MrHaaax wrote:Yeah I remember that, I really wished that Jagex could have just taken that for 1.0 instead of the clusterfuck they made...bloodfox wrote:Lol, okay. Maybe it was your semi. atm, i won't release my smg until we get pn3d going. I hate the fact that you can't see ANY detail within the kv6 models because they are rendered as squares instead of cubes :(As sprites, yes.
I do remember that Mat^2, one of the staff, made a OpenGL version.. It would have been 1.0. Back then it was pretty much 0.75 with really fancier graphics. Then he added MGs and RPGs. Then a wild Jagex appeared..
It's all bloodfox's fault. Fuck him. sicut principium, sicut finis. quasi ad amicum, quasi hostis.
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_Frocs_
League Participant
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- Joined: Fri Nov 01, 2013 1:03 pm
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Spoiler:
Code: Select all
Idk if it works same with every resolution but it seems to be the best "solution".[Gun_Scope]
KV6_Density=34.0img:
Spoiler:
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epicfacethe3rd
Deuced Up - Posts: 395
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damnit, enet still giving me the same error.
It's all bloodfox's fault. Fuck him. sicut principium, sicut finis. quasi ad amicum, quasi hostis.
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Kyzaca
Deuced Up - Posts: 514
- Joined: Sun Nov 03, 2013 3:52 pm
sensitivity options does jack shit (:
tested numbers ranging from 69 to 0.0001 to -1 hurry plz fix asap kthx
tested numbers ranging from 69 to 0.0001 to -1 hurry plz fix asap kthx
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LeCom
Oh shit I must have changed code without updating the sensitivity code. In any case:
VoxelWar 0.0.4
-fixed getting stuck when releasing the crouch key while in a 2 block high tunnel
-fixed problem with .png scope sizes
-fixed the bug when your gun was spinning around all the time (seems to have fixed itself, if not, tell me!)
-fixed the bug that made ENet prevent VXW from connecting with enet_host_service not working (this fix might have removed other problems)
-fixed the bug that made VXW always set 1.0 for the mouse sensitivity
-scoping and noscoping gun models have now different possible configuration and KV6 models each
-you can teleport your cursor back to the mortar marker to exactly repeat the last shot via right click
-a few server-side improvements concerning objects(especially you can just press E near ammo boxes instead of having to wait)
EDIT: If you have downloaded the new version just after the release, please redownload. It contained a very critical bug, but still let you join the server and kind of play. If you crash while reloading HMGs, that means you should download it again.
VoxelWar 0.0.4
-fixed getting stuck when releasing the crouch key while in a 2 block high tunnel
-fixed problem with .png scope sizes
-fixed the bug when your gun was spinning around all the time (seems to have fixed itself, if not, tell me!)
-fixed the bug that made ENet prevent VXW from connecting with enet_host_service not working (this fix might have removed other problems)
-fixed the bug that made VXW always set 1.0 for the mouse sensitivity
-scoping and noscoping gun models have now different possible configuration and KV6 models each
-you can teleport your cursor back to the mortar marker to exactly repeat the last shot via right click
-a few server-side improvements concerning objects(especially you can just press E near ammo boxes instead of having to wait)
EDIT: If you have downloaded the new version just after the release, please redownload. It contained a very critical bug, but still let you join the server and kind of play. If you crash while reloading HMGs, that means you should download it again.
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MrHaaax
Modder
- Posts: 1360
- Joined: Sun Nov 25, 2012 2:58 am
Gone AFK for a few days, then this come up! Sweet!
Btw, what's with the Kopie files?
Btw, what's with the Kopie files?
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LeCom
nvm about these
So, is it playable and moddable now? I think it's slowly time for the event.
So, is it playable and moddable now? I think it's slowly time for the event.
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Warp
Green Master Race
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LeCom wrote:nvm about theseGenuinely think it needs much better sounds, I'm making a pack for it, I dunno if you want it.
So, is it playable and moddable now? I think it's slowly time for the event.
Apart from that, get a better splash screen and you're ready to go, methinks.

[Warp-UK] FN-FAL, MK11, G36C, VSS Vintorez, AK12, ACE 52, AKs74u
Look for more (Inc Sounds)
Code: Select all
http://i.imgur.com/1dlFJ0w.jpg[12:43] <@LeCom> no I suck dick
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MrHaaax
Modder
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- Joined: Sun Nov 25, 2012 2:58 am
Warp wrote:Except for the lag (dammit Vietnam), awesome!LeCom wrote:nvm about theseGenuinely think it needs much better sounds, I'm making a pack for it, I dunno if you want it.
So, is it playable and moddable now? I think it's slowly time for the event.
Apart from that, get a better splash screen and you're ready to go, methinks.
Messing with the first person only pivots:

For this I used y=30 and z=25, and my lovely M1A1 Thompson.
I was at a cybercafe if anyone's wondering.
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bloodfox
Post Demon
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woah. I like that angle of the guns. I am gonna set my guns to that angle :D
Hold on, I tried that but it just is higher than my characters head... O.O is there anything you did to set the x offset?
Hold on, I tried that but it just is higher than my characters head... O.O is there anything you did to set the x offset?
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epicfacethe3rd
Deuced Up - Posts: 395
- Joined: Fri Sep 27, 2013 11:07 pm
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Warp wrote:agreed. we need a better splash. does this look familiar, lecom?LeCom wrote:nvm about theseGenuinely think it needs much better sounds, I'm making a pack for it, I dunno if you want it.
So, is it playable and moddable now? I think it's slowly time for the event.
Apart from that, get a better splash screen and you're ready to go, methinks.
It's all bloodfox's fault. Fuck him. sicut principium, sicut finis. quasi ad amicum, quasi hostis.
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MrHaaax
Modder
- Posts: 1360
- Joined: Sun Nov 25, 2012 2:58 am
bloodfox wrote:woah. I like that angle of the guns. I am gonna set my guns to that angle :DThe Thompson's model pivots are like default: y=22 and z=0. All I did was changing the offsets in mod.ini. And if I changed the x offset I would have tell. Besides, my Thompson is quite tall. The pivots for it wouldn't work with everything else. You would have to field test it a couple of times.
Hold on, I tried that but it just is higher than my characters head... O.O is there anything you did to set the x offset?
And changing x offset would make the gun move to sides.
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