VoxelWar Discussion thread

Miscellaneous projects by the Build and Shoot community.
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Warp
Green Master Race
Green Master Race
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Just the classicgen.

It was, I'm afraid, the 0.75 server, not PySnip, as I was in a hurry and assumed it would work. So fixed :D

Image

Now, back to work... :P
Warp
Green Master Race
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Boom! Got a model sorta-working in my lunch time. Aiming isn't functional yet though, as with the "Base" Models:

http://gfycat.com/WelloffNegativeDuckling

:D It's sped up though, so my upload/download wasn't too huge.
Warp
Green Master Race
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Posts: 704
Joined: Mon May 19, 2014 4:07 pm


A few comments and questions on VoxelWar

These are meant to be helpful and constructive, just things that I have observed from my limited playing of the game.

- The sights are not very useable for me, even at close range, I can't be precise- you said you are changing the aiming?
- Recoil, while not majorly high, covers over the target, and seems to have no side-to-side recoil. (Classic Rifle)
- Is there any long-range accurate weapons?
- I would like to see a DMR type weapon- I'm not sure if any of the current ones cover that role- think M14 in Insurgency if you play that game (Or even M16A4)
- I would really like to be able to suppress weapons
- Could you let us use Full HD (16:9) resolution?
- How can we get the maximum visual quality?
- When I look from side-to-side in the latest version, the drunken camera doesn't seem to kick in majorly, except when I look down a little, and it really tilts- is this a feature or what?
- FPS at all times seems to be excellent, though that's just my estimation
- Player movement when playing over the internet seems to lag- even over a very fast fibre optic connection (maybe it's the server location?)

I hope that this is useful, and that you can answer some of my Questions- I want this project to keep BnS alive! Green_Happy1
LeCom


Warp wrote:
A few comments and questions on VoxelWar

These are meant to be helpful and constructive, just things that I have observed from my limited playing of the game.

- The sights are not very useable for me, even at close range, I can't be precise- you said you are changing the aiming?
I agree that the sights suck. At long, I planned to make KV6 sights, but they're pretty hard to align properly with the gun. It looks like a good idea to just have .png scopes and then someday add KV6 ones, since modders don't really suffer from .png, especially if there is an option to combine .png sights with gun KV6.
Concerning the aiming, I just want to make it realistic. Not as OP as in other FPS. Actual snipers are a rare thing and I want it to be so in the game. That's why it is as it is right now. I might still change the system. Chameleon.h suggested that the weapon scope should be moved around in the screen instead of the view rotating. This concept also seems interesting to me and would be less fucked up.
In the picture you sent it looks like you set your pivots wrong btw. The pivot point should be where the scope starts. The pivot is the point where the bullets come out.
Warp wrote:
- Recoil, while not majorly high, covers over the target, and seems to have no side-to-side recoil. (Classic Rifle)
You are probably using the SMG. It's designed mainly as a short-range weapon, best for effective storming - artillery can't survive without it. Idk what you want to say with "side to side recoil". The recoil to left/right is fully random.
Warp wrote:
- Is there any long-range accurate weapons?
For long-range, there's artillery(right now only mortars). But actually, rifle is still long-range and has a near-100% accuracy. You just have to aim very carefully and take your time. This separates rifle users into actual skilled long-range snipers and usual mid-range riflemen.
Warp wrote:
- I would like to see a DMR type weapon- I'm not sure if any of the current ones cover that role- think M14 in Insurgency if you play that game (Or even M16A4)
I don't know shit about weapons but it looks like the model IDs are assigned to modern weapons. VXW is WW2-themed. The M14 is like a mix of SMG and rifle, right? Well, that would be OP.
Warp wrote:
- I would really like to be able to suppress weapons
That would be OP too, and everybody would start suppressing them; the gun sounds contribute a lot to the atmosphere, and that is the only reason why I added them. The spade doesn't do any sounds at all btw.
Warp wrote:
- Could you let us use Full HD (16:9) resolution?
Well, I thought 1280x800 is enough for you. But since it looks like it isn't, I am going to extend the max resolution to 1920x1080.
Warp wrote:
- How can we get the maximum visual quality?
Set Voxlap rendering quality to 1.0 .
Warp wrote:
- When I look from side-to-side in the latest version, the drunken camera doesn't seem to kick in majorly, except when I look down a little, and it really tilts- is this a feature or what?
Also not sure what you want to ask me. But it seems like the drunken camera really disturbs people. Maybe I will remove it some time.
Warp wrote:
- FPS at all times seems to be excellent, though that's just my estimation
Good to hear that the framerate is always good. I care a lot about that.
Warp wrote:
- Player movement when playing over the internet seems to lag- even over a very fast fibre optic connection (maybe it's the server location?)
It's the server itself. It lags really heavily.
Warp wrote:
I hope that this is useful, and that you can answer some of my Questions- I want this project to keep BnS alive! Green_Happy1
We'll see.

Shaz seems to be in trouble a bit because he has to do extremepy complex IT tasks irl, so he has other things to think about than VXW. I have the option right now to switch to LeFizzy's server. The disadvantage would be that he would shut it down over night (European night). However, it is likely to lag a lot less than shaz's server, maybe it won't lag at all.

You also seem to think VXW is wierd because of the aiming and the way weapons are balanced. Just watch how it will be at the event. Stuff will get sorted automatically. The emphasize is less on gunnery. You have to use heavy artillery, build stuff to protect yourself and especially to cap the intel.
Warp
Green Master Race
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Posts: 704
Joined: Mon May 19, 2014 4:07 pm


LeCom wrote:
I don't know shit about weapons but it looks like the model IDs are assigned to modern weapons. VXW is WW2-themed. The M14 is like a mix of SMG and rifle, right? Well, that would be OP.
I mean a DMR- the M14 is purely an example- a DMR is really for the mid range riflemen that you mention.
They have: Roughly 2 shot kill, average-medium length range, and high recoil.
The M14 is actually a descendent of the M1 Garand, which is from WW2.
LeCom wrote:
That would be OP too, and everybody would start suppressing them; the gun sounds contribute a lot to the atmosphere, and that is the only reason why I added them. The spade doesn't do any sounds at all btw.
:( - Why not only let certain players/classes use suppressed weapons- also, you could only supress the sidearm so people can be stealthy without being OP.
LeCom wrote:
Well, I thought 1280x800 is enough for you. But since it looks like it isn't, I am going to extend the max resolution to 1920x1080.
YAY.

When's a new release coming out? Green_BigSmile
LeCom


Warp wrote:
LeCom wrote:
I don't know shit about weapons but it looks like the model IDs are assigned to modern weapons. VXW is WW2-themed. The M14 is like a mix of SMG and rifle, right? Well, that would be OP.
I mean a DMR- the M14 is purely an example- a DMR is really for the mid range riflemen that you mention.
They have: Roughly 2 shot kill, average-medium length range, and high recoil.
The M14 is actually a descendent of the M1 Garand, which is from WW2.
I may be wrong, but right now the stats of the rifle are like of an M1 Garand, or not? But concerning stats, I can set them in realtime via PySnip command, so I can try out different ideas.
Warp wrote:
LeCom wrote:
That would be OP too, and everybody would start suppressing them; the gun sounds contribute a lot to the atmosphere, and that is the only reason why I added them. The spade doesn't do any sounds at all btw.
:( - Why not only let certain players/classes use suppressed weapons- also, you could only supress the sidearm so people can be stealthy without being OP.
That would be actual classes like in TF2. Can you please tell me the reason why you want suppressed weapons at all?
Warp wrote:
LeCom wrote:
Well, I thought 1280x800 is enough for you. But since it looks like it isn't, I am going to extend the max resolution to 1920x1080.
YAY.

When's a new release coming out? Green_BigSmile
No idea. Right now, it's all fucked up, since the server has been down for 2-3 weeks and I haven't added anything new to VXW that is worth a whole update. Emphasis is on preparing the event right now. After the event I'll start improving the aiming system. The match will show how the aiming is - if the nerfs are too heavy, I'll make it easier to aim (and I think it's a bit overnerfed right now, but I want to be 100% sure before proceeding).
LeFizzy said he will install a server on the weekend btw.
LeCom


UPDATE:
I haven't added .png scopes yet. My first priority during the last few weeks was to get a new server. Now I have one - applause to LeFizzy Blue_Happy3
So, I wrote a new match script, and we added some other extremely useful scripts, so we're ready for the event. Means the only thing left is now somebody who would replace me in case I can't be online at that time.

Small changes in VXW:
-A new shader. You can choose between the standart Voxlap one added by Ken Silverman and the one I added which makes objects throw actual shadows in the config.ini
-Some experiments with SDL added a few more FPS. One of them might make VXW crash on some systems, so you have to enable it in the config.ini first.
-Updated IP
-A few changes in the aiming system. The most noticeable one is that the drunk cam isn't so insane anymore when scoping, so it's a nice graphics effect and not a disturbing bug anymore.
-Changed the maximum resolution to 1920x1080 as suggested by Warp
Warp
Green Master Race
Green Master Race
Posts: 704
Joined: Mon May 19, 2014 4:07 pm


LeCom wrote:
-Changed the maximum resolution to 1920x1080 as suggested by Warp
yes
bloodfox
Post Demon
Post Demon
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Joined: Mon Oct 21, 2013 4:32 pm


Please, oh please do not get rid of the drunken camera. I want it still. Just keep it down to people's liking. :)
LeCom


bloodfox wrote:
Please, oh please do not get rid of the drunken camera. I want it still. Just keep it down to people's liking. :)
Don't worry. It's a nice graphics effect that I'll keep.
Jdrew
Mapper
Mapper
Posts: 4808
Joined: Tue Oct 30, 2012 10:48 pm


Just have the option for the drunken camera to be toggled. I personally think it ruins the feel of the game and limits my aiming abilities. In ww2 I don't think most soldiers were drunk so it even goes against your realist ideology.
LeCom


ACTUALLY it doesn't - new ones used to drink a lot, while veterans exactly knew how important it is to be sober in battle (in WW1). Neither do veterans get disturbed by the drunk cam effect :p (ok this was 1/2 serious xd)
But I wouldn't say that it's a problem as it is now, even for beginners.

So LeFizzy said that his server would need too much electricity to run 24/7. It will be shut down at specific times. From what he said, it sounds like he's going to shut it down at European Morning, which is ~midnight in murrica, so it should be fine.
epicfacethe3rd
Deuced Up
Posts: 395
Joined: Fri Sep 27, 2013 11:07 pm


the server isn't connecting on my side.
(6:12PM, EST)
LeCom


The online times are different each day. I'm currently trying to update shaz's server, so there will be a 24/7 one again.
Dany0
3 Years of Ace of Spades
3 Years of Ace of Spades
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Image

would be a great king of the hill/invasion game

nice urban areas to fight for control over, nice hill to tunnel, beautiful open spaces to build fortification, water to invade from, trees

it's got everything! courtesy of some gtofan74 guy
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