VoxelWar Discussion thread

Miscellaneous projects by the Build and Shoot community.
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bloodfox
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Anywho, been working on a smg:

Image

I took some inspiration from MrHaax's smg for vxw. What do you guys think? Green_BigSmile Ik, the stock looks a little odd. But tell me some more feedback :)
LeCom


It looks very good altogether. But some things look wierd, for example the front top looks like a gun supressor to me lol (should be a Thompson MG, right?)

So, the inventory system is interesting. Technically it's possible, even though players might have to spawn with the default inventory first, then customize it and only see changes after respawning.
But the question is whether we need it. That would move VXW closer to actual classes, even if not that much. I am not afraid of wierd combinations, but that it might become "unfair" in some way.
MrHaaax
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LeCom wrote:
It looks very good altogether. But some things look wierd, for example the front top looks like a gun supressor to me lol (should be a Thompson MG, right?)

So, the inventory system is interesting. Technically it's possible, even though players might have to spawn with the default inventory first, then customize it and only see changes after respawning.
But the question is whether we need it. That would move VXW closer to actual classes, even if not that much. I am not afraid of wierd combinations, but that it might become "unfair" in some way.
That's what 'alpha stage' is for; testing. Even with 18 grenades you won't be able to win unless there's teamwork; one or two rifleman/gunner as escorts.
LeCom


MrHaaax wrote:
LeCom wrote:
It looks very good altogether. But some things look wierd, for example the front top looks like a gun supressor to me lol (should be a Thompson MG, right?)

So, the inventory system is interesting. Technically it's possible, even though players might have to spawn with the default inventory first, then customize it and only see changes after respawning.
But the question is whether we need it. That would move VXW closer to actual classes, even if not that much. I am not afraid of wierd combinations, but that it might become "unfair" in some way.
That's what 'alpha stage' is for; testing. Even with 18 grenades you won't be able to win unless there's teamwork; one or two rifleman/gunner as escorts.
Umm no. VXW exited the alpha, or at least the testing phase weeks ago. VXW was made for actual playing, not for testing/playing it for 5 minutes ffs. A guy even suggested switching the version to 1.0, just to make people actually play it.
So, it sounds like an interesting idea. But it won't give anybody an advantage over bots right now.
bloodfox
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LeCom wrote:
It looks very good altogether. But some things look wierd, for example the front top looks like a gun supressor to me lol (should be a Thompson MG, right?)
Lol okay. Will fix it. Unfortunately, you can't see the detail of the gun in VXW considering it is rendering squares instead of cubes... :( (That is why I want solid kv6 sprites so you can see detail).
I have also noticed that the drum looks kinda derpy. I will extend it. If you haven't noticed, I am using my dragonuv model and building off of it. I think maybe I should change the barrel of the gun. It just doesn't look very "smg" like. Anywho, anything else you need me to change other than color and the top of the gun?
epicfacethe3rd
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bloodfox wrote:
Anywho, been working on a smg:

Image

I took some inspiration from MrHaax's smg for vxw. What do you guys think? Green_BigSmile Ik, the stock looks a little odd. But tell me some more feedback :)
sweet. looks like a tommy gun though, with the stock.
epicfacethe3rd
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LeCom wrote:
So, the inventory system is interesting. Technically it's possible, even though players might have to spawn with the default inventory first, then customize it and only see changes after respawning.
But the question is whether we need it. That would move VXW closer to actual classes, even if not that much. I am not afraid of wierd combinations, but that it might become "unfair" in some way.
hence my limit idea. you could work out the inventory so that it's done in a config file that's editied by a gui.
epicfacethe3rd
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bloodfox wrote:
LeCom wrote:
It looks very good altogether. But some things look wierd, for example the front top looks like a gun supressor to me lol (should be a Thompson MG, right?)
Lol okay. Will fix it. Unfortunately, you can't see the detail of the gun in VXW considering it is rendering squares instead of cubes... :( (That is why I want solid kv6 sprites so you can see detail).
I have also noticed that the drum looks kinda derpy. I will extend it. If you haven't noticed, I am using my dragonuv model and building off of it. I think maybe I should change the barrel of the gun. It just doesn't look very "smg" like. Anywho, anything else you need me to change other than color and the top of the gun?
the cooling fins. to much to ask for?
epicfacethe3rd
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LeCom wrote:
MrHaaax wrote:
LeCom wrote:
It looks very good altogether. But some things look wierd, for example the front top looks like a gun supressor to me lol (should be a Thompson MG, right?)

So, the inventory system is interesting. Technically it's possible, even though players might have to spawn with the default inventory first, then customize it and only see changes after respawning.
But the question is whether we need it. That would move VXW closer to actual classes, even if not that much. I am not afraid of wierd combinations, but that it might become "unfair" in some way.
That's what 'alpha stage' is for; testing. Even with 18 grenades you won't be able to win unless there's teamwork; one or two rifleman/gunner as escorts.
Umm no. VXW exited the alpha, or at least the testing phase weeks ago. VXW was made for actual playing, not for testing/playing it for 5 minutes ffs. A guy even suggested switching the version to 1.0, just to make people actually play it.
So, it sounds like an interesting idea. But it won't give anybody an advantage over bots right now.
soooo...
beta then?
Spoiler:
alpha= mainly bugfixes, jotting idea down.
beta= new content introduction testing and bugfixes on bugfixes
1.0=main release, almost no true content changes, occasional major update with bugfixes wrapped in.
personaly, I'd say right now is when one would implement such things.
MrHaaax
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bloodfox wrote:
Anywho, been working on a smg:

Image

I took some inspiration from MrHaax's smg for vxw. What do you guys think? Green_BigSmile Ik, the stock looks a little odd. But tell me some more feedback :)
Nope.
Image
bloodfox
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Lol, okay. Maybe it was your semi. atm, i won't release my smg until we get pn3d going. I hate the fact that you can't see ANY detail within the kv6 models because they are rendered as squares instead of cubes :(
MrHaaax
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bloodfox wrote:
Lol, okay. Maybe it was your semi. atm, i won't release my smg until we get pn3d going. I hate the fact that you can't see ANY detail within the kv6 models because they are rendered as squares instead of cubes :(
As sprites, yes.
I do remember that Mat^2, one of the staff, made a OpenGL version.. It would have been 1.0. Back then it was pretty much 0.75 with really fancier graphics. Then he added MGs and RPGs. Then a wild Jagex appeared..
1Shot1Kill
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MrHaaax wrote:
bloodfox wrote:
Lol, okay. Maybe it was your semi. atm, i won't release my smg until we get pn3d going. I hate the fact that you can't see ANY detail within the kv6 models because they are rendered as squares instead of cubes :(
As sprites, yes.
I do remember that Mat^2, one of the staff, made a OpenGL version.. It would have been 1.0. Back then it was pretty much 0.75 with really fancier graphics. Then he added MGs and RPGs. Then a wild Jagex appeared..
Yeah I remember that, I really wished that Jagex could have just taken that for 1.0 instead of the clusterfuck they made...
MrHaaax
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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?
How?!? I don't know what the syntax is ;(
EddieMann
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I hope that this will have an offical server list and grow to be as popular as BnS...

Gameplay feels loose, since the camera doesn't stop at your feet, mouse seems to be as sensitive as the average tumblr user, the guns seem to be floating in mid-air even when looking down the scope, bots have better aim, etc.


Could use some more work.
Last edited by EddieMann on Sun Nov 23, 2014 4:22 am, edited 1 time in total.
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