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keshire

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Posts posted by keshire

  1. re-affirms my idea of reloading being more of a tactical, realistic gameplay element.

     

    Very much so. As soon as someone is "seen" to be reloading their dead. Depending on the skill and speed of the person that is now attacking them.

     

    It's not so much a problem as a gameplay element. Anytime a person is unable to defend themselves they die. In MB2 this gap is a blink of the eye. And with last man standing and 5 minute rounds this is acceptable. ;)

  2. if someone has the power to psychokinetically fling your body away, putting your arm infront of your eyes is not going to stop them. If they lack that power, you should show some macho-ness and brace it like a man.

     

    Anakin braced himself against a force push by Assaj in the cartoon. He was running at full sprint though. For all intents and purposes it seems they levitate the object their throwing and send it flying with a wave of energy. Which is why most things always move in a straight line when pushed/pulled. This is just my observation though.

     

    Reloading guns will have a great effect on gameplay and balance, but might prove to be just that more realistic and submersive (gameplay wise) than being able to shoot 300 rounds consecutively, with no pause.

     

    Reloading can have little or no impact on gameplay. Depends on how far you want to go up the realism chain.

    Clips or Battery? (Packed clips, or loss of remaining

    Animated Reloads?

     

    With either one your going to be introducing delays before they can fire again. Clips more so than a battery. Same with animated reloads.

     

    Not sure if any thought was put towards that, but since I didn't see it....

  3. I agree with Kurgan for the most part.

     

    OJP is in need of new animations like any mod that wants to dinstinct themselves from others and make themselves unique. Ofcourse, I can understand. But don't criticise things that aren't being forced to you, you don't have to use any replacements. They're an option and not an obligation.

     

    What the heck do you mean with "replacements are the devil." ?

    Keshire, I have repeated this more times than I can remember; I respect you.

    But my blood boils when you start acting like some "animation elitist".

    It's idiocy. Don't like them? Don't use them.

     

    I like Tireces' animations and that's why I made a replacement pack for them. I've stressed numerous times that it is not my work by any means, I did tweak it to my own liking but it's still his work. What is there not to like? Is it the fact that it replaces things already present?

    I don't like that either. If we add Tireces' animations we have 9 saber styles in total. Who's the "devil" now? His animations ARE new, they're movielike and they're exactly what a sabersystem-oriented mod like this needs. With that said I couldn't care less what you think, who you think is the "devil".

     

    Moreso, Tireces has no emotes at all in his pack. Just like the post in the saber system thread you made discrediting the "Seven Forms" idea , that line of yours radiates ignorance about the things at hand keshire.

     

    People that think they have special rights because they are treated/act like gods, and think that they can say just about anything without any kind of argument should be hung. They're the devil, going around mashing beginner animators through the floor just because they tweak their animations with simple methods. They should be hung, again.

     

    Stop acting like some sort of big shots, stop acting like you're "above" replacements for some reason.. it will only get you angry posts like this one. Most of what we have done for OJP are considered replacements too.

     

    I can't believe I'm replying to this bullcrap..

     

    Edited for cleanliness lawl.

     

    Wow. You wrote that rant based off a 3 sentance paragraph of mine? Impressive.

  4. I knew the first post would be form related. I should have placed bets...

     

    Blue, Yellow, and Red styles have very real advantages with speed and more importantly reach.

     

    Duals and Staffs are just an animation mess though. Not physically balanced for multiplayer play at all.

     

    Tacking on more advantages and disadvantages is kinda unneccessary really.

  5. Some deforming can easily be a weighting issue with the model. If your using my stuff it could just as easily be the skeleton. My skeleton isn't a 100 percent accurate. Some of the bones are off by 1/100th's of a unit. Just enough to squeak through without carcass bitching. So lots and lots of tranforms over the course of say 100 frames can add up to some massive deforming.

  6. The problem with adding a class system is even if you don't intend for it to be RPG. They WILL flock to it like vultures. The only thing that keeps them away from MB2 is the Last Man Standing/5 minute rounds.

     

    ForceMod 3 is a perfect example of this.

     

    And once you start pulling in RPG feedback you can kiss any type of meaningfull balance suggestions goodbye.

     

    You'll be coding emotes for all eternity.

  7. Nah. Anyone with Dragon can fix those issues. I'm sticking around for complicated stuff.

     

    As for clipping. Any back blocks that go by the head will clip if not animated. Thats just the nature of them.

     

    I'd recommend seperating them up though coding wise.

     

    start->block (3 frames)

    Block (held, 1 frame)

    block->start (3 frames)

    block->block (3 frames)

     

    If the projectiles are coming faster than the transitions can handle skip them, else play them.

  8. but you think they can be cleaned up in Dragon?

     

    Finally, whatever happened to that new complete saber style that you were working on? Did that ever get finished?

     

    Thanks for stopping in, Keshire. :) Your work is appreciated around here.

     

    Well if they don't outright load up in dragon you can merge them to the main and then just rip the frames.

     

    It's floating around the net labeled as BOTH_A8. I had a hardrive issue, so I lost all the source files.

     

    No problem. I try and jump on any questions I see. :)

  9. File Size:Dragon stores all rotations for every bone I beleive. 3D Studio Max only stored the rotations of the bones I moved. So my files will be smaller and more "optomized". I think glamerge has an option to optimize during merge.

     

    Model Root Issue: If your using my anims as a base. You may need to clear the model root transforms and rotations in Dragon. Most of my old stuff doesn't have correct _Humanoid index's internally. I used an older version of carcass to compile them and used glamerge to correct the index's when merged.

     

    Hope this clears up some stuff. :)

  10. You could have asked for help on how to weight eyelids. ;)

     

    The easiest way is to weight the eyelids (set of verts that you want to cover the eye) to a dummy bone linked to a bone your going to rotate (Like a planet circling the sun). That way the eyelid properly covers the eye (or blinks).

  11. Thats a very good argument. And it's all really just a matter of how much of a combat advantage you want to give it. It's only as useful as you make it.

     

    The real question would be how often are players without a gun or saber? I'm not sure on how you have the specifics of that setup. If your disarmed though you should at least have a fighting chance other than running.

     

    And with the current running 2-punch system. It seems like more of a burden to keep when your making everything else more tactical and realistic.

     

    The suggestion should be sound. At the end of the day it's up to you if you think it'd be a worthwhile addition. I'm certainly willing to put in the work. And I'm sure a lot of other mods would enjoy the system as well. Which I can't really deny is my main motive. (ie MB2)

  12. Well I'd like some movement restrictions while attacking if this was to be done.

     

    ei, no run+attack. In a melee system thats just hokey. The movement needs to be animation based. And Full Body.

     

    I myself would like to see the player swivel in the direction he's attacking. Similar to how the yellow overhead flip attack changes your orientation as you attack.

     

    So if your facing forward and press the left attack key it'll swivel you left as you attack. Granted something like that would need testing to see if it's viable. Otherwise we can just go with a combo system like the current sabers use.

     

    For blocking, Only usable versus other meleers. Otherwise you should be toast.

     

    As far as enhanced. When I get time I'll check out the latest version.

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