Update:
-Added SMG
-Added improved recoil code (read below)
-Fixed a lot of bugs
-Added player walk animation
-Added camera tilting when turning around to balance stuff (also known as drunk cam)
People keep saying that the SMG has too low recoil. I did some experiments and found an interesting thing. When shooting with the classic SMG, the recoil goes like a wave. This way, you can balance it easily, since you always know where your scope will move. However, when implementing random horizontal recoil, it's a lot harder to balance it, since your scope moves into random directions. This way, the SMG is nerfed a lot and has a similar amount of recoil. It also looks a bit more neat to me.
VoxelWar Discussion thread
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LeCom
Last edited by LeCom on Sat Jul 12, 2014 5:39 pm, edited 1 time in total.
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LeCom
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Dany0
3 Years of Ace of Spades
- Posts: 123
- Joined: Sun Jan 13, 2013 9:38 pm
LeCom wrote: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.
LeCom wrote: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.10/10
NOICE
O
I
C
E
do you want me to make splash screens in the same fashion I made the iceball splash screens?
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LeCom
When it's out, you can mod whatever you want. The main reason why I still haven't released it is that I still don't have some parts of the physics code, and as I said, I can't take the one from PySnip without putting it all under open source (and allowing endless hacks that way). And a few technics shit which makes starting the client a lot more complicated than AoS for example.
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Dany0
3 Years of Ace of Spades
- Posts: 123
- Joined: Sun Jan 13, 2013 9:38 pm
This got me thinking about AoS again, and I had a game "mode" idea.
So you're a sub... eh prisoner (not necessarily PoW) put into a concentration camp (not necessarily WW2), one among hundreds that all look the same. While you're being transported the other player's task is to prepare the place in order to catch you or prevent you from escaping until the timer runs out and you're put into a gas chamber or executed or something. They prepare the place by strategically placing guard spawns and ranges and items that they have to place somewhere but will allow you to escape if you have them. Some key items position would be defined, like for example a power generator. Then when you arrive the other players become the guards and if they kill anyone but you they lose. If you make the escape, you get extra points for things like killing guards unnoticed or pulling down the flag pole etc.
Or a WW1 trenches saving private ryan. Basically you end up in no-mans land and you have to find and bring back a wounded friend. The other players are in control of the mortars from top-down and can place traps/mines inb4 you come in. Something like that.
Or you could literally just tell a story that fold outs as people play. Oh man I always wanted to do a "campaign". Basically a series of maps from invasion landing to taking the capital, both teams start in the middle map. The end of the match winners then "advances" in the map. Then to spice it up, you'd have short cutscenes or just text + accompanying pictures telling a story based on how things go, unique for each player. Maybe use something like this http://www.velonuboso.com/made .
You can imagine you start in the trenches, and loading splash screen/lobby screen tells you that you fight for the blue but you're not a "blue" by nationality, instead you're part of dark green people that is being oppressed under green occupation. Inside the capital your family, fiancée are the hands of your treacherous collaborant neighbor. If you don't get to the capital in time, he will likely kill them. And more of that ilk.
Just realized the matches would have to be shorter for people to get through their story. Nobody is going to sit through a 12 hour long war. Hmm... Or your client could support 8192x512 maps by dynamic loading or something... Dunno typing this off my head as I go. Got a little too excited.
Oh and LeCom you should totally brag about your client here
So you're a sub... eh prisoner (not necessarily PoW) put into a concentration camp (not necessarily WW2), one among hundreds that all look the same. While you're being transported the other player's task is to prepare the place in order to catch you or prevent you from escaping until the timer runs out and you're put into a gas chamber or executed or something. They prepare the place by strategically placing guard spawns and ranges and items that they have to place somewhere but will allow you to escape if you have them. Some key items position would be defined, like for example a power generator. Then when you arrive the other players become the guards and if they kill anyone but you they lose. If you make the escape, you get extra points for things like killing guards unnoticed or pulling down the flag pole etc.
Or a WW1 trenches saving private ryan. Basically you end up in no-mans land and you have to find and bring back a wounded friend. The other players are in control of the mortars from top-down and can place traps/mines inb4 you come in. Something like that.
Or you could literally just tell a story that fold outs as people play. Oh man I always wanted to do a "campaign". Basically a series of maps from invasion landing to taking the capital, both teams start in the middle map. The end of the match winners then "advances" in the map. Then to spice it up, you'd have short cutscenes or just text + accompanying pictures telling a story based on how things go, unique for each player. Maybe use something like this http://www.velonuboso.com/made .
You can imagine you start in the trenches, and loading splash screen/lobby screen tells you that you fight for the blue but you're not a "blue" by nationality, instead you're part of dark green people that is being oppressed under green occupation. Inside the capital your family, fiancée are the hands of your treacherous collaborant neighbor. If you don't get to the capital in time, he will likely kill them. And more of that ilk.
Just realized the matches would have to be shorter for people to get through their story. Nobody is going to sit through a 12 hour long war. Hmm... Or your client could support 8192x512 maps by dynamic loading or something... Dunno typing this off my head as I go. Got a little too excited.
Oh and LeCom you should totally brag about your client here
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LeCom
I had the idea of making World War I and II campaigns before I ever had thought of making a new client, since campaigns wouldn't require actual client-side stuff. Something like playing a few famous operations and battles of World War II with MGs, tanks and mortars, for example, would have been a good contrast to the league where people only have to headshoot their way to the intel and back. A historical campaign would be epic, but it could be spoiled a lot if the "false" team wins (for example, the landing on the Normandie beach failing), and only giving one team the chance to win would influence people's behaviour and thoughts. Also, idiots would certainly troll and say nazi shit if in the German team. A possible solution to this could be bots, however, we don't have a proper pathfinder, which can be really hard to implement in AoS without being really slow, and bots would need an advanced and complex AI to be interesting to play against, even with the simplicity of AoS and only 4 tools.
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MrHaaax
Modder
- Posts: 1360
- Joined: Sun Nov 25, 2012 2:58 am
Actually, why not Titanfall like campaign? A basic storyline intergrated into a playlist of maps, played multiplayer. And why does it have to be Axis and Allies? You can make entirely new factions with a very subtle hint to them, so the intellectual can figure it out which side is which. The maps name can also be 'fixed' in the same way(eg. Normandy Campaign can be renamed to uh, Assault on Ohama or B-Day, I'm terrible at this). And bots isn't the way to go, unless they have very advanced pathfinder AI, which is only possible... a few decades later.
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LeCom
I think it's better to discuss campaigns in a separate thread, since there's a lot of possible ideas on this. Changing the teams to something different that resembles the original armies won't be as awesome as using the original ones imho, except if for every possible result of a battle, there's a different plot, like the Allies trying another invasion if they lose the battles of Normandie. I already said that bots should be very advanced to be suitable for this, however, it IS possible if a big lot of effort is put into it.
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MrHaaax
Modder
- Posts: 1360
- Joined: Sun Nov 25, 2012 2:58 am
LeCom wrote:I think it's better to discuss campaigns in a separate thread, since there's a lot of possible ideas on this. Changing the teams to something different that resembles the original armies won't be as awesome as using the original ones imho, except if for every possible result of a battle, there's a different plot, like the Allies trying another invasion if they lose the battles of Normandie. I already said that bots should be very advanced to be suitable for this, however, it IS possible if a big lot of effort is put into it.Yeah, billions worth of effort.
If you want, well we can always alter the history inside a game. Avoiding trolls calling people Nazis isn't that avoidable in WW1/2 games.
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Dany0
3 Years of Ace of Spades
- Posts: 123
- Joined: Sun Jan 13, 2013 9:38 pm
You know what, I'd love something like Sleep is Death in AoS.
Maybe an RTS/turnbased strategy/FPS mixup?
One team puts down the trenches, maybe models the terrain to their liking, puts down buildings, spawn points, and the other team then tries to invade them. Each team has a "captain" that has a top-down view of the situation on the land, manages resources and troops and decides where to move the troops each turn. Then each player will "execute" the move according to their capability. And players only respawn each turn if the captain will allocate resources for it.
Blue vs. Greens is a pretty good foundation.
Maybe an RTS/turnbased strategy/FPS mixup?
One team puts down the trenches, maybe models the terrain to their liking, puts down buildings, spawn points, and the other team then tries to invade them. Each team has a "captain" that has a top-down view of the situation on the land, manages resources and troops and decides where to move the troops each turn. Then each player will "execute" the move according to their capability. And players only respawn each turn if the captain will allocate resources for it.
MrHaaax wrote:You can make entirely new factions with a very subtle hint to them, so the individual can figure it out which side is whichOOh I'd love to play with the idea of making the player become a total fanatic for his team, only to realize that he was the nazis this time.
LeCom wrote:Changing the teams to something different that resembles the original armies won't be as awesome as using the original ones imho.Never thought that was an option anyway.
Blue vs. Greens is a pretty good foundation.
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LeFizzy
Deuced Up - Posts: 116
- Joined: Fri Jun 20, 2014 11:27 am
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Spidercooce
Deuced Up - Posts: 591
- Joined: Tue May 14, 2013 12:32 am
LeCom wrote: Something like playing a few famous operations and battles of World War II with MGs, tanks and mortars, for example, would have been a good contrast to the league where people only have to headshoot their way to the intel and back. A historical campaign would be epic, but it could be spoiled a lot if the "false" team wins (for example, the landing on the beach in Normandy failing)*cough*Battlefield1942*cough*
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LeCom
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Spidercooce
Deuced Up - Posts: 591
- Joined: Tue May 14, 2013 12:32 am
Sorry )x
BTW since you said you don't really play with sound and you might add sound later then why not just take all the sound files from AOS and use them for the time being?
BTW since you said you don't really play with sound and you might add sound later then why not just take all the sound files from AOS and use them for the time being?
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