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Urban Terror 4.3
#12
Posted 04 January 2015 - 04:46 AM
KarlMariaSeeberg, on 04 January 2015 - 01:35 AM, said:
too bad... 4.2 really could use 4.1's movement .. don't care about the animations but there is definitely something funny going on with the movement in 4.2 (modell size, jumps, etc. )
4.1 still is superior when it comes to this... hope you put some work in there as well
4.1 still is superior when it comes to this... hope you put some work in there as well
The issues with movement is posted here and here
#13
Posted 04 January 2015 - 06:07 AM
Rumor control here.
Animations will never go back to how they were in 4.1.
Reason 1: Player models were scaled up by 12.5% in code due to the original player models being built undersize. Scaling in code was removed for 4.2 in part as to other problems it was causing not related to animations.
Reason 2: The fix was required due to the current tri hitmesh in 4.1 becoming unglued from both the visible player model as well for some reason the animation control files no longer syncing up.
Reason 3: MD3 animations suck period and it does not matter how hard we try it will never look the way it's suppose to be. Some like it the way it is some don't and any further effort would be equivalent to moving furniture around
Reason 4: Animations used in UrT exceeds the design limitations of the idtech3 engine and both code and content are bound together that changes in one area ripple to another. After each and every compile of a RC player packages creates unexpected results that are not predictable which includes server crashing even if changes were not made.
Reason 5: The animation and collision mesh in 4.1 use two totally different channels that made it imposable to isolate a problem to a given area.
Reason 6: Due to the scaling code being removed and the players made to correct scale the funstuff had to be refitted to the current player model set. To get 4.1 back the scale code would have to be put back, not going to happen, and everything refitted once again.
Reason 7: The original player model animations is not contained with in a single animation master file but spread out between a few other files and all of them would need to be retargeted to the true scaled models by 12.5%
Reason 8: I'll never touch MD3 player model animations ever again...period.
Animations will never go back to how they were in 4.1.
Reason 1: Player models were scaled up by 12.5% in code due to the original player models being built undersize. Scaling in code was removed for 4.2 in part as to other problems it was causing not related to animations.
Reason 2: The fix was required due to the current tri hitmesh in 4.1 becoming unglued from both the visible player model as well for some reason the animation control files no longer syncing up.
Reason 3: MD3 animations suck period and it does not matter how hard we try it will never look the way it's suppose to be. Some like it the way it is some don't and any further effort would be equivalent to moving furniture around
Reason 4: Animations used in UrT exceeds the design limitations of the idtech3 engine and both code and content are bound together that changes in one area ripple to another. After each and every compile of a RC player packages creates unexpected results that are not predictable which includes server crashing even if changes were not made.
Reason 5: The animation and collision mesh in 4.1 use two totally different channels that made it imposable to isolate a problem to a given area.
Reason 6: Due to the scaling code being removed and the players made to correct scale the funstuff had to be refitted to the current player model set. To get 4.1 back the scale code would have to be put back, not going to happen, and everything refitted once again.
Reason 7: The original player model animations is not contained with in a single animation master file but spread out between a few other files and all of them would need to be retargeted to the true scaled models by 12.5%
Reason 8: I'll never touch MD3 player model animations ever again...period.
doing "stuff" with dead things.
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#16
Posted 04 January 2015 - 03:40 PM
#17
Posted 04 January 2015 - 04:09 PM
Mr.Yeah, on 04 January 2015 - 03:40 PM, said:
afaik GunMoney ≠GunGame
In GunGame you actually don't keep your previous weapons when you get a new one (i.e after a kill), so you can only carry one weapon at a time (plus your knife).
In GunGame you actually don't keep your previous weapons when you get a new one (i.e after a kill), so you can only carry one weapon at a time (plus your knife).
too bad, gunmoney is great fun .. only downside is the overpowered knife..
if you don't like uptown, you are basically hating urban terror.
#19
Posted 04 January 2015 - 05:29 PM
bullern96, on 04 January 2015 - 05:00 PM, said:
Would be awesome to have urbanterror on steam, think that would help us grow alot!
4.1 movements was goodtimes, got to say that i agree with seeberg here! :)
4.1 movements was goodtimes, got to say that i agree with seeberg here! :)
they can't put the idtech3 based version of urt on steam, as far as i know due to copyright horror = not owning the rights to all the assets and alike ..
edit: glad to see i am not on my own here
This post has been edited by KarlMariaSeeberg: 04 January 2015 - 05:29 PM
if you don't like uptown, you are basically hating urban terror.
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