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Adultery caught on tape!
#51
Posted 10 February 2010 - 10:30 PM
The weapon switching/holding animations look much improved, although the running is a bit weird.
@Frankie V, I have a suggestion for how to make the transition between the neutral stance and shooting position look more natural. When the player's crosshairs are near an enemy, their 3rd-person model should move their gun into the "ready to fire" position. That way, the transition can take a few frames, instead of being instantaneous, and the gun will already be in position if/when they shoot, removing the jerkiness. It would also help players judge whether a particular opponent is a threat to them, by seeing where they are pointing their weapon.
@ObScUrE, this would also make it possible to aim at peoples faces before shooting them, as you desire.
@Frankie V, I have a suggestion for how to make the transition between the neutral stance and shooting position look more natural. When the player's crosshairs are near an enemy, their 3rd-person model should move their gun into the "ready to fire" position. That way, the transition can take a few frames, instead of being instantaneous, and the gun will already be in position if/when they shoot, removing the jerkiness. It would also help players judge whether a particular opponent is a threat to them, by seeing where they are pointing their weapon.
@ObScUrE, this would also make it possible to aim at peoples faces before shooting them, as you desire.
#52
Posted 10 February 2010 - 10:52 PM
Weevil, on 10 February 2010 - 10:30 PM, said:
@Frankie V, I have a suggestion for how to make the transition between the neutral stance and shooting position look more natural. When the player's crosshairs are near an enemy, their 3rd-person model should move their gun into the "ready to fire" position. That way, the transition can take a few frames, instead of being instantaneous, and the gun will already be in position if/when they shoot, removing the jerkiness. It would also help players judge whether a particular opponent is a threat to them, by seeing where they are pointing their weapon.
Interesting idea and something to keep in mind once we start to focus more on the animation system once 4.2 is out the door. The problem right now is there is no relationship between the code timing necessary for the prediction code to work right and any form of control I would like via the animation control file.
That’s to say I’m restricted timing wise by what the engine will allow me to do. The best solution is to let the animation control the timing but that would mean having to mess with the net code that we all know works the way it should.
In the mean time sorry to say it’s best to not mess around with code to make the animation work right. What will be new to the Q3 animation system is a bit of code magic Raedwulf was able to pull of that allows for the frame matching to occur in the first place that I don’t think is included in any Q3 based engine.
doing "stuff" with dead things.
#55
Posted 11 February 2010 - 01:57 AM
I want the female crouch on air back from 3.7.
And the instant crouch. hehe.
ok, maybe just faster.
And the instant crouch. hehe.
ok, maybe just faster.
- Optimized exe; builds of ioq3 engine for urt With GoogleTranslate, Bumpy, dmaHD, iKALiZER, Raw Mouse, Bug Fixes, ..
- Networking, lag meter, and gaming consistency guide
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#56
Posted 13 February 2010 - 01:06 PM
Awsome!!!! she looks great..... are her clothes the official ones??? I mean.... no more orange and blue?
Anyways I also love how the Glock looks.... I can't wait to test it in-game..... by the way, is that the original sound? It has been a long time since I shot my uncle's Glock, but i don't remember the sound being so....... Deep.
Nice job you guys!
OH YEAH!
Anyways I also love how the Glock looks.... I can't wait to test it in-game..... by the way, is that the original sound? It has been a long time since I shot my uncle's Glock, but i don't remember the sound being so....... Deep.
Nice job you guys!
OH YEAH!
#57
Posted 14 February 2010 - 04:04 AM
Two things FrankieV -
1. Great work on the animations. Urban Terror has and is becoming vastly improved thanks to your efforts.
2. I speak for the UrT community with a Thank You for your continued detailed thread discussions, communicating what's going on in development and why we should care, even if some of the information is a bit geeky (in the subject of animation) which is great, don't stop!
1. Great work on the animations. Urban Terror has and is becoming vastly improved thanks to your efforts.
2. I speak for the UrT community with a Thank You for your continued detailed thread discussions, communicating what's going on in development and why we should care, even if some of the information is a bit geeky (in the subject of animation) which is great, don't stop!
#58
Posted 17 February 2010 - 10:58 AM
LOL
& how this ''sensual'' stuff will make Urban Terror more unique ?
There are many games with sensual/sexual content .
Yes , it is your game , u can do whatever u want with it & I know that freespeech is forbidden .
& how this ''sensual'' stuff will make Urban Terror more unique ?
There are many games with sensual/sexual content .
Yes , it is your game , u can do whatever u want with it & I know that freespeech is forbidden .
#60
Posted 17 February 2010 - 01:05 PM
I don't think they strictly say that; they may just be offended by the use of boobs in marketing regardless.
- Optimized exe; builds of ioq3 engine for urt With GoogleTranslate, Bumpy, dmaHD, iKALiZER, Raw Mouse, Bug Fixes, ..
- Networking, lag meter, and gaming consistency guide
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