VoxelWar Discussion thread
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Jdrew
Mapper
- Posts: 4808
- Joined: Tue Oct 30, 2012 10:48 pm
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_Frocs_
League Participant
- Posts: 411
- Joined: Fri Nov 01, 2013 1:03 pm
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Jdrew wrote:youtube videoHm ok, but
(only one guy doing this please, so there won't be several copies on YT)
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Spidercooce
Deuced Up - Posts: 591
- Joined: Tue May 14, 2013 12:32 am
Are there already sounds or did the recording software just not pick them up?
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LeCom
and
LeCom wrote:Frocs, can you upload a video to YouTube again? Ty :)Oh shit, sounds. I haven't ANYTHING that would even make the least sound. I usually play without sound, so I didn't even think about adding that yet. But at some point, I will add sounds, and maybe either a graphical rendering of what you hear or an option to turn sound off for you and make players not hear you when playing without sound.
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LeCom
2 same videos is exactly what I didn't have wanted... But one time is ok.
Today I got banned from a server for using it, since it triggers norecoil currently. I guess it's a crappy idea to balance the insanely high mouse sensitivity (you merely hit anything which results in less to no headshot spamming at long distances) with no recoil. It's better to make aiming as OP as in classic and openspades, and nerf it when there are enough people using this.
Today I got banned from a server for using it, since it triggers norecoil currently. I guess it's a crappy idea to balance the insanely high mouse sensitivity (you merely hit anything which results in less to no headshot spamming at long distances) with no recoil. It's better to make aiming as OP as in classic and openspades, and nerf it when there are enough people using this.
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learn_more
Coder
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- Joined: Sun Mar 24, 2013 9:59 pm
LeCom wrote: Frocs, can you upload a video to YouTube again? Ty :)creating a YT account is free you know...
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LeCom
No shit. But I'm too lazy to make one, and people are really wanting to help, so why not give them a chance to get involved at least a bit.
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Lincent
Veterans
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- Joined: Wed Mar 27, 2013 9:47 pm
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LeCom wrote:No shit. But I'm too lazy to make one, and people are really wanting to help, so why not give them a chance to get involved at least a bit.What changes have you made?
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Vezok wrote:Yes but Lincent is more active on the 1.0 forums, so BnS have that appeal.
longbyte1 wrote:They're all waiting on me to finish my WebGL client.
The truth is that I haven't worked on it for the past 2 months.
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LeCom
Could you be a bit more precise? Changes on what? And what's with the quote?
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Lincent
Veterans
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LeCom wrote:Could you be a bit more precise? Changes on what? And what's with the quote?What were the changes from the last update?
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Vezok wrote:Yes but Lincent is more active on the 1.0 forums, so BnS have that appeal.
longbyte1 wrote:They're all waiting on me to finish my WebGL client.
The truth is that I haven't worked on it for the past 2 months.
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LeCom
Ah.
I added my own physics engine. It still lags a little bit, but it's almost negligible. Recently, I have been mainly fixing smaller annoying bugs. I also found out how I can send packets of self defined types in PySnip, so I can extend the protocol later. And there's a loading screen with a splash image now.
I added my own physics engine. It still lags a little bit, but it's almost negligible. Recently, I have been mainly fixing smaller annoying bugs. I also found out how I can send packets of self defined types in PySnip, so I can extend the protocol later. And there's a loading screen with a splash image now.
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Spidercooce
Deuced Up - Posts: 591
- Joined: Tue May 14, 2013 12:32 am
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learn_more
Coder
- Posts: 891
- Joined: Sun Mar 24, 2013 9:59 pm
use a profiler to find hotspots in your code.
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LeCom
There aren't any actual bottlenecks in the client itself. The main ones are inside Voxlap. Somebody who cares about performance sure does profiling.
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