VoxelWar Discussion thread

Miscellaneous projects by the Build and Shoot community.
1001 posts Page 8 of 67 First unread post
LeCom


No. Despite that I think that the only effective hack protection is server-side, I still don't want to literally invite douchebags to write hacks. However, I don't mind releasing the source of my Voxlap modification, so everyone can use or even improve it (I just never used that github thingy and am too lazy to learn how to use it etc.). I also will do things to prevent a situation like with AoS from happening again.
VladVP
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LeCom wrote:
No. Despite that I think that the only effective hack protection is server-side, I still don't want to literally invite douchebags to write hacks. However, I don't mind releasing the source of my Voxlap modification, so everyone can use or even improve it (I just never used that github thingy and am too lazy to learn how to use it etc.). I also will do things to prevent a situation like with AoS from happening again.
Well, that kind of sucks. But I guess it is neccesary to maintain a game free from abuse. (Though it will be reverse-engineered at some point.)
If you don't mind, I would love to take a look at your new code.
As with GitHub, it is the exact same thing as using git, except you get a host server for free.
LeCom


VladVP wrote:
Well, that kind of sucks. But I guess it is neccesary to maintain a game free from abuse. (Though it will be reverse-engineered at some point.)
I know, but it doesn't matter if a game gets reverse-engineered if it's being developed, as with each release, the hackers would have to start from 0.
VladVP wrote:
If you don't mind, I would love to take a look at your new code.
I sent you the Voxlap source via forums PM.
VladVP wrote:
As with GitHub, it is the exact same thing as using git, except you get a host server for free.
Ok, but I also don't have any experience with git or anything similar, the only thing I know about it is that it's for sharing code xd
VladVP
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LeCom wrote:
VladVP wrote:
If you don't mind, I would love to take a look at your new code.
I sent you the Voxlap source via forums PM.
But you finished the kv6 engine after you sent me your code?
LeCom


If you want it, I'll resend you the update. Basically, it rotates the sprite around z, x, and then y axis according to its rotation values, and checks for Z/writes to Z buffer in DrawRect.
dotting103
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Isn't voxlap use directX? I think if you plan to build new vox for multi platform you must use openGL or SDL or somewhat.....

or you don't have plan to support multi platform Blue_Surprised2 ?
LeCom


Well, Voxlap does run on everything. You can use anything you want, OpenGL, DirectX, SDL. Today, coders usually use SDL, and that runs even where you don't expect it to run. I could imagine my prog running on Android in the current state, for example.
Dany0
3 Years of Ace of Spades
3 Years of Ace of Spades
Posts: 123
Joined: Sun Jan 13, 2013 9:38 pm


Soooo... these guys are wholly unaware OpenSpades has a software renderer already? It achieves a similar look to Voxlap, at least close enough for me. It could definitely use some optimization though.

Really OpenSpades needs three things to be fully playable: 1. fix the physics/netcode 2. improve/optimize the graphics 3. custom protocol version support

And all of these are being worked on, slowly.
LeCom


You're not the first one to say that there's openspades ;)
You can't say that this and that needs to be fixed, it's all in one just not actually usable cause it is wasting so many ressources for nothing. It's also too complex, for an AoS client. Btw, forget the software renderer. I remember yvt wrote somewhere that he's going to remove it someday, and it lacks Voxlap's advanced shading (like trees throwing shadows). I guess it's better to clarify more the reason why I'm doing this in my first post.
Jdrew
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Where did yvt wright this?
LeCom


Ok, he actually wrote that he just might remove it later, on his openspades homepage at system requirements. Also, stop annoying me with that openspades stuff again.
Jdrew
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Can you show any pics of some maps?
LeCom


I posted several pics of classicgen, but these are old.
Hiesville
Image
Marketgarden
Image
I'm mainly working on 2 things: physics, and KV6 rendering. There's a small problem with rendering KV6, because it always puts them a voxel or two away from their actual position. Physics lag as heck because I couldn't synchronize it properly with PySnip yet.
Zekamalikyd
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looks sweet af so far
yuiop
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Awesome! I hope you can figure out how to do kv6 rendering without it lagging like heck. And did you already get the whole server thing worked out?
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