VoxelWar Discussion thread

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epicfacethe3rd
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LeCom wrote:
epicfacethe3rd wrote:
LeCom wrote:
-scoping is not annoying anymore, the sliding was replaced by slight shaking
funny how you got a lot of free bumps on something that ken included and we all hated.
seriously though, look at glslab. peter houska was actualy commended by ken. you can see that if you scroll near the bottom of his page.
Dunno what you want to tell me with the first part, but if you hate anything from Ken, you're probably wrong here. If you had tried PND3D, you would react differently. It beats OpenGL by far.
pn3d will never be open source. as ken said, it is abandoned. opengl was implemented by peter houska. just look at it please. he has a toaster like me too. and yes, drunk camera was automatically in voxlap. quite annoying I must say.
I opened that page and that thing neither has 6DOF (so no looking down or up) nor advanced shading. Why dafuq should I even be interested in something that is by far worse than what I have now?
you did look at GLSlab, right? voxelfly sucks. I can agree on that.
And stop bitching. This ENet error is very dumb, but you should blame Lee Salzman (or what its developer was called) and Microsoft (because it's their netcode that is being used by ENet), not me. But it's a really wierd thing, I once got it and only had it on one of 2 exact VXW copies at different positions on the disk.
it was a rage that translates into English as "use somthing other than enet please"
In another case, I fixed that error just by reducing the resolution.
I've tried that, and everything else you said.
i'll even give you a link to my copy.
https://www.dropbox.com/s/kjkostxyhavbn ... 3.zip?dl=0
bloodfox
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wow. That feedback is utter shit. He knows about this, Icarus. He knows that you can break your spine. He knows about the accuracy of the game. Lemme you in on a secret:

it is in early development. So please, consider yourself useful to this thread.
MrHaaax
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One more thing: Try to reposition the camera when you're ADS. Currently it's behind the whole gun and that leaves us very little room for detailing. Can you move it up further like so:
Image
Black is the current version, red is the purposed one.
epicfacethe3rd
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Icarus North wrote:
The funny glitch:



Gameplay: (Yes, I'm not good at it at the moment and all I can say is that mortarbots are OP)

They may take time to process.
that made me realyy dizzy.
Warp
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MrHaaax wrote:
One more thing: Try to reposition the camera when you're ADS. Currently it's behind the whole gun and that leaves us very little room for detailing. Can you move it up further like so:
Image
Black is the current version, red is the purposed one.
I agree. Also, could we have different models for ADS (ie That's a optional extra that you don't need to include by default)

When you run, your character kind of bumps up and down, even on flat surfaces- I feel like it could be more natural. Green_Happy1
LeCom


MrHaaax wrote:
One more thing: Try to reposition the camera when you're ADS. Currently it's behind the whole gun and that leaves us very little room for detailing. Can you move it up further
Black is the current version, red is the purposed one.
If you encrease the KV6 Y pivot (and decrease the noscope Y pivot in the Mod.ini with the same value), you will have this effect. Would you like me to make it easier by adding the pivot thing for ADS too?
Warp wrote:
I agree. Also, could we have different models for ADS (ie That's a optional extra that you don't need to include by default)

When you run, your character kind of bumps up and down, even on flat surfaces- I feel like it could be more natural. Green_Happy1
I don't really get what exactly you mean. Also, it's normal if you bump up and down while walking, isn't it?
epicfacethe3rd wrote:
pn3d will never be open source. as ken said, it is abandoned. opengl was implemented by peter houska. just look at it please. he has a toaster like me too. and yes, drunk camera was automatically in voxlap. quite annoying I must say.
I have indirect connections to Ken. He was going to at least release an SDK for PND. It sounded like he probably did it because of VXW, not sure. Not related to VXW or PND, Ken also said he is really angry at Jagex. The drunk camera was probably caused by problems converting data into the wierd 6D vector system used by Voxlap.
epicfacethe3rd wrote:
I opened that page and that thing neither has 6DOF (so no looking down or up) nor advanced shading. Why dafuq should I even be interested in something that is by far worse than what I have now?
you did look at GLSlab, right? voxelfly sucks. I can agree on that.
Oh, I skipped the part where it said that it's related to the other renderers. It doesn't work on my PC tho' :P
epicfacethe3rd wrote:
And stop bitching. This ENet error is very dumb, but you should blame Lee Salzman (or what its developer was called) and Microsoft (because it's their netcode that is being used by ENet), not me. But it's a really wierd thing, I once got it and only had it on one of 2 exact VXW copies at different positions on the disk.
it was a rage that translates into English as "use somthing other than enet please"
I doubt that it is possible to connect to PySnip with anything different than ENet. It's also a pretty nice lib (if you ignore the error handling).
epicfacethe3rd wrote:
In another case, I fixed that error just by reducing the resolution.
I've tried that, and everything else you said.
i'll even give you a link to my copy.
https://www.dropbox.com/s/kjkostxyhavbn ... 3.zip?dl=0
Ok, so I found out the problem. The compiler causes it. EDIT: Fixed.
Icarus North wrote:
I got a gameplay going since it's a little more legit now.
I also have another video showing a funny little glitch you may need to fix, LeCom.
Teaser: *Spinecrack*
The formula for calculating the mortar direction already now sucks and only creates a very shitty approximation. Additionally, I implemented very high spread. If I make it even more inaccurate, it will become boring.
That glitch thingy isn't really a bug. It's an interesting kind of realism - if you turn your head (and upper body), you also start looking backwards. It's your fault if you get rekt while doing shit with that xd
Warp
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LeCom wrote:
MrHaaax wrote:
One more thing: Try to reposition the camera when you're ADS. Currently it's behind the whole gun and that leaves us very little room for detailing. Can you move it up further
Black is the current version, red is the purposed one.
If you encrease the KV6 Y pivot (and decrease the noscope Y pivot in the Mod.ini with the same value), you will have this effect. Would you like me to make it easier by adding the pivot thing for ADS too?
Yes, good idea.
bloodfox
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I wonder when pn3d will be released. I am getting impatient.
MrHaaax
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Warp wrote:
LeCom wrote:
MrHaaax wrote:
One more thing: Try to reposition the camera when you're ADS. Currently it's behind the whole gun and that leaves us very little room for detailing. Can you move it up further
Black is the current version, red is the purposed one.
If you encrease the KV6 Y pivot (and decrease the noscope Y pivot in the Mod.ini with the same value), you will have this effect. Would you like me to make it easier by adding the pivot thing for ADS too?
Yes, good idea.
What's the syntax to do that then?
epicfacethe3rd
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bloodfox wrote:
I wonder when pn3d will be released. I am getting impatient.
technicaly, it's already released. the source isn't though.
epicfacethe3rd
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LeCom wrote:
epicfacethe3rd wrote:
pn3d will never be open source. as ken said, it is abandoned. opengl was implemented by peter houska. just look at it please. he has a toaster like me too. and yes, drunk camera was automatically in voxlap. quite annoying I must say.
I have indirect connections to Ken. He was going to at least release an SDK for PND. It sounded like he probably did it because of VXW, not sure. Not related to VXW or PND, Ken also said he is really angry at Jagex. The drunk camera was probably caused by problems converting data into the wierd 6D vector system used by Voxlap.
sounds good. BTW, tell ken he's not alone when it comes to jagex. Green_Wink2
epicfacethe3rd wrote:
I opened that page and that thing neither has 6DOF (so no looking down or up) nor advanced shading. Why dafuq should I even be interested in something that is by far worse than what I have now?
you did look at GLSlab, right? voxelfly sucks. I can agree on that.
Oh, I skipped the part where it said that it's related to the other renderers. It doesn't work on my PC tho' :P
yeah, voxelfly, Voxelspacefly, and raycast are all related. not glslab though.
epicfacethe3rd wrote:
And stop bitching. This ENet error is very dumb, but you should blame Lee Salzman (or what its developer was called) and Microsoft (because it's their netcode that is being used by ENet), not me. But it's a really wierd thing, I once got it and only had it on one of 2 exact VXW copies at different positions on the disk.
it was a rage that translates into English as "use somthing other than enet please"
I doubt that it is possible to connect to PySnip with anything different than ENet. It's also a pretty nice lib (if you ignore the error handling).
I have a serious doubt that anyone will want to play psyspades with that kind of rendering.
epicfacethe3rd wrote:
In another case, I fixed that error just by reducing the resolution.
I've tried that, and everything else you said.
i'll even give you a link to my copy.
https://www.dropbox.com/s/kjkostxyhavbn ... 3.zip?dl=0
Ok, so I found out the problem. The compiler causes it. EDIT: Fixed.
mind if I have the fix?
spinecrack is lol, btw.
MrHaaax
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Have an idea that may change the game entirely: the Tactical Inventory Tech System.
Image
Don't mind the shitty drawing.

The idea is based on X-COM: UFO Defense back in the 90s, which gave soldiers a grid-based inventory. Or much like DayZ's inventory system. The idea is like the drawing above: give each player a grid-based inventory system. It is ideally 3x6.
How much square do gears take:
Current primaries: rifle, smg, shotgun, takes 3x1, preloaded.
Primary munitions take 1x1 for every clip/magazine.
Grenades take 1x1 per nade.
Blocks take 1x1 for every 50 blocks.
Spade takes 1x3.
Binoculars is 1x1.
(Possible)Sidearm takes 2x1, preloaded. Sidearm magazine takes 1x1.

The image above shows the standard gear for a rifleman: loaded Rifle with 5 spare magazines, one block pack of 50, 3 grenades, spade, binoculars, and a sidearm(something that I wish to be included).
If you want more ammo than usual, maybe replacing some grenades with more clips?
If you want more blocks, maybe replace a grenade or two?
That is the purpose of this system: to give players a degree of customizability. And with that, easier balancing if there's new weapons. Say, a sniper rifle: it takes a 3x2 instead of 3x1, removing at least one grenade, one magazine, and maybe the binocular. Or a recoilless rifle: 3x2, removing all things above, maybe even more, if one mortar takes up to 2x1.(Recoilless rifle is basically portable mortar).
On customizability, players could create ridiculous loadout just for fun: Cod of Duty loadout would be SMG and a staggering 15 clips (!?!) with nothing else. Or a builder loadout: Shotgun loaded + 5 clips, 4 block packs(giving you 200 blocks), 1 grenade, and a sidearm, preloaded.

Discuss?

PS: If anyone could guess what the acronym is (easy peasy), bonus cookie.
bloodfox
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epicfacethe3rd wrote:
bloodfox wrote:
I wonder when pn3d will be released. I am getting impatient.
technicaly, it's already released. the source isn't though.
Uh no. The Demo is. If so, we would already have solid looking kv6 sprites.
epicfacethe3rd
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Posts: 395
Joined: Fri Sep 27, 2013 11:07 pm


MrHaaax wrote:
Have an idea that may change the game entirely: the Tactical Inventory Tech System.
Image
Don't mind the shitty drawing.

The idea is based on X-COM: UFO Defense back in the 90s, which gave soldiers a grid-based inventory. Or much like DayZ's inventory system. The idea is like the drawing above: give each player a grid-based inventory system. It is ideally 3x6.
How much square do gears take:
Current primaries: rifle, smg, shotgun, takes 3x1, preloaded.
Primary munitions take 1x1 for every clip/magazine.
Grenades take 1x1 per nade.
Blocks take 1x1 for every 50 blocks.
Spade takes 1x3.
Binoculars is 1x1.
(Possible)Sidearm takes 2x1, preloaded. Sidearm magazine takes 1x1.

The image above shows the standard gear for a rifleman: loaded Rifle with 5 spare magazines, one block pack of 50, 3 grenades, spade, binoculars, and a sidearm(something that I wish to be included).
If you want more ammo than usual, maybe replacing some grenades with more clips?
If you want more blocks, maybe replace a grenade or two?
That is the purpose of this system: to give players a degree of customizability. And with that, easier balancing if there's new weapons. Say, a sniper rifle: it takes a 3x2 instead of 3x1, removing at least one grenade, one magazine, and maybe the binocular. Or a recoilless rifle: 3x2, removing all things above, maybe even more, if one mortar takes up to 2x1.(Recoilless rifle is basically portable mortar).
On customizability, players could create ridiculous loadout just for fun: Cod of Duty loadout would be SMG and a staggering 15 clips (!?!) with nothing else. Or a builder loadout: Shotgun loaded + 5 clips, 4 block packs(giving you 200 blocks), 1 grenade, and a sidearm, preloaded.

Discuss?

PS: If anyone could guess what the acronym is (easy peasy), bonus cookie.
lol on the acronym.
Spoiler:
T.I.T.S.
I can imagine that one guy that replaces his entire inventory with grenades. maybe a limit on certain things? E.G., max of 6 nades, 1 sidearm, rifle, smg, or shotgun. possibly even an extended magazine, so that you can basically have a squad support guy? no wait, I've got it!
ammo boxes a la WWII online, Battleground Europe!
epicfacethe3rd
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bloodfox wrote:
epicfacethe3rd wrote:
bloodfox wrote:
I wonder when pn3d will be released. I am getting impatient.
technicaly, it's already released. the source isn't though.
Uh no. The Demo is. If so, we would already have solid looking kv6 sprites.
meh. still can't use it without the source.
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