VoxelWar Discussion thread

Miscellaneous projects by the Build and Shoot community.
1001 posts Page 12 of 67 First unread post
LeCom


Concerning modding: I think modding games is quite an interesting thing, however, the classic client isn't as moddable as it could be. I want to add new possibilities of modding, for example, this is how scopes will work:
NoScope.png
NoScope.png (47.05 KiB) Viewed 6233 times
Scope.png
Scope.png (48.7 KiB) Viewed 6233 times
Basically, there's no sope.png, you're aiming using the scope of the rifle KV6. Imagine the rifle consisting of several KV6 files, each with a different "resolution", with the scope having the highest one, and being partly transparent. That's the reason why a new KV6 editor might be convenient. I noticed people having trouble with scope png files, and the majority of them wants the scope.png just look like holding the rifle KV6. Maybe, I'll just keep weapons as one piece with a high resolution.

If you want to mod for this, wait until it's out. I'll add a shitty example mod, whoever feels like will be able to change it and make it look differently.

If you want to help with videos, you can upload the 2 videos in my first post to YouTube, so people will be able to see them directly without having to download shit (only one guy doing this please, so there won't be several copies on YT).

Making AoS [some other game] with blocks is one of the things that fucked it up. We all want an original game, something that differs from mainstream shit. OpenSpades seems to go into the direction of CoD with graphics and gameplay, and many people aren't alright with that. I want to go a bit into the direction of pre-.60 AoS (maybe the drunk cam will have a comeback Blue_Wink1 ), and make it more tactics-dependent. Theme is either WW1 or WW2 (dividing servers into one of both each is best I think).

Concerning server side modding, Mr.Torch guessed it right. I want the KV6 to be actually on the server, and when connecting, client syncs its mod with the server (means that the client downloads KV6 files from server, but no file will be downloaded twice after reconnecting). I also want mods and server side scripts to be used together. The server will be able to display KV6 sprites anywhere anytime. When this is added, it will be possible to remove CTF from the client completely, and implement it as a server side script.

Btw, I'm not even in the need of emailing Ken cause I have all the code that I need :D
However, it's still good to have that joker, just in case.
MrHaaax
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Drunk cam? HD mods? My life is complete, once again.
Keep up the good work, man.
_Frocs_
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It's like god heard me.
learn_more
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MrHaaax wrote:
Now that you said it, the new client should be like ArmA or Red Orchestra.. In voxels. Your choice anyway, LeCom. Good work! Looking forward to the new kv6 editor!
yes, please make it like arma where you can execute code on the server and other clients from any client.
_Frocs_
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If you want to help with videos, you can upload the 2 videos in my first post to YouTube, so people will be able to see them directly without having to download shit (only one guy doing this please, so there won't be several copies on YT).
Here are they, I first set them to "not-listed" though for you to check them first:
video1
video2
LeCom


learn_more wrote:
MrHaaax wrote:
Now that you said it, the new client should be like ArmA or Red Orchestra.. In voxels. Your choice anyway, LeCom. Good work! Looking forward to the new kv6 editor!
yes, please make it like arma where you can execute code on the server and other clients from any client.
Was that comment really that necessary? I wrote that it's a bad idea and he certainly wouldn't want this bug to be added.

@Frocs: Why does it deny access to the second video?
_Frocs_
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@Frocs: Why does it deny access to the second video?
Fixed. Forgotten to set it to "non-listed".
LeCom


Yeah, they're good. Thanks a lot for uploading it.
Fizban
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Wouldn't it be possible to make the kv6 files as-big-as they are in voxelstein, we could have blocky gore and strange ragdoll effects, or is it beyond current capabilities.
Although would it be possible to implement ragdoll in the state it currently is?
Last edited by Fizban on Sun Jul 06, 2014 4:26 pm, edited 1 time in total.
Spidercooce
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All hail our lord and saviour, Lecom.
Warp
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Looks damn good to me.

Would we be able to have more players (64)?
Would the graphics be basically exactly the same as the current classic AoS, or would the be any better/different?

As I said, v.happy to help with Mods/GUI.
Priok
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nice work so far, it looks good. keep it up dude
learn_more
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LeCom wrote:
learn_more wrote:
MrHaaax wrote:
Now that you said it, the new client should be like ArmA or Red Orchestra.. In voxels. Your choice anyway, LeCom. Good work! Looking forward to the new kv6 editor!
yes, please make it like arma where you can execute code on the server and other clients from any client.
Was that comment really that necessary? I wrote that it's a bad idea and he certainly wouldn't want this bug to be added.

@Frocs: Why does it deny access to the second video?
it's not a bug, its how that engine works.
LeCom


I still don't think that it's what he suggested.

Updates:
-Particles
-Screen blur when hurt (instead of slowing the game down, it even increases the framerate :D)
-Hitting people
-Grenades

Frocs, can you upload a video to YouTube again? Ty :)
video3.7z
(4.62 MiB) Downloaded 225 times
The only thing that prevents me from a first release is the physics code. I'm currently using a copy of PySnip's physics code, but I'm not quite sure whether it's allowed. I have another piece of physics code written by me, but it's crappy and lags a lot (almost unplayable).
Spidercooce
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Oh my Christ, the hype is so fucking real. I hope somebody can make an ad for the game and have it show all over the web xD
So it doesn't end up underpopulated and forgotten like iceball (sadly) was.
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