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Re: ingame screens from development (watch out spoilers)[message #149849] Wed, 18 July 2007 21:02 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
yeah it's definitly not eye candy. But it's something never done before for ja2 and even if it takes ages, it's an interesting challenge.

it also got me tons of ideas about other animations working on these so, if ever i get some time beyond ja2 rr... i could have a look at those other ideas Wink

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Sergeant Major
Re: ingame screens from development (watch out spoilers)[message #150817] Thu, 26 July 2007 19:59 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
next question, this time about the dual-firing animation

http://img169.imageshack.us/img169/6459/doublepst0iv4.jpg

right now, i just used the same stance as ja2 uses, this action-movie gangster style hold both guns sideways in front of your face thing.

i'm asking myself, if you look at the screen: if i took down the arms to shoulder or even hip level, could such an animation be used for a wild-west scenario? like high noon duel between gunslingers?

on the other hand, the current animation has a slight touch of *matrix* or Max payne or similar "cool-ish" cinematic elements...

i think i'd stick with how it is now (because it's easier) unless somebody has very convincing arguments for an alternative version

(again, i haven't yet designed alternative pictures)

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Sergeant Major
Re: ingame screens from development (watch out spoilers)[message #153080] Tue, 14 August 2007 20:56 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
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olddog

once more, opinion on animations:

the vanilla ja2 bodytypes use a quite unspectacular, yet long animation for dying prone

i thought of adding a bit of a twist to this Wink for my custom bodytype

http://img510.imageshack.us/img510/3583/dramams0.gif

see him spin around and collapse (may need to refresh the page to see it again)

do you think it's too much drama? too far over the top or still within the realm of what can be done and doesn't get too old too fast?

it's not yet tested for all circumstances. Especially for getting killed with bare fists or knifes it might be odd... too odd?

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Sergeant Major
Re: ingame screens from development (watch out spoilers)[message #153140] Wed, 15 August 2007 01:45 Go to previous messageGo to next message
Olddog is currently offline Olddog

 
Messages:21
Registered:May 2007
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Its not a long animation so it shouldnt get 'old' too soon and I dont see it as 'over the top' either - in short, I like it Very Happy

Your probably right about not being totally appropriate for all ways of being killed, but I dont see that as big problem.

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Private 1st Class
Re: ingame screens from development (watch out spoilers)[message #153149] Wed, 15 August 2007 02:50 Go to previous messageGo to next message
the scorpion

 
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Registered:September 2004
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very good. will keep working on it and see how it goes in testing. it's sure pretty funny the first couple of times. also, i have much more enemies get killed standing or crouched rather than prone, so it won't be used that frequently.

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Sergeant Major
Re: ingame screens from development (watch out spoilers)[message #156538] Mon, 10 September 2007 11:54 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
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let's kick sum ass Wink

http://img293.imageshack.us/img293/5070/kicksumassfp5.gif

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Sergeant Major
Re: ingame screens from development (watch out spoilers)[message #156545] Mon, 10 September 2007 12:45 Go to previous messageGo to next message
bugmonster is currently offline bugmonster

 
Messages:15
Registered:November 2006
humm, that animation has only 4 directions. How about another 4 directions (N,E,W,S)?

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Private
Re: ingame screens from development (watch out spoilers)[message #156546] Mon, 10 September 2007 12:54 Go to previous messageGo to next message
the scorpion

 
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yeah, other 4 directions will have other animation (maybe punching, elbow, knee... not yet done)

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Sergeant Major
Re: ingame screens from development (watch out spoilers)[message #156580] Mon, 10 September 2007 19:11 Go to previous messageGo to next message
the scorpion

 
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heh Bugmonster, i tried to be original on the other keyframes

Headbutt

http://img181.imageshack.us/img181/6418/hbvr8.jpg

yeah, doesn't look all perfect but is sure a funny move to have in the game Wink

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Sergeant Major
Re: ingame screens from development (watch out spoilers)[message #156645] Tue, 11 September 2007 02:37 Go to previous messageGo to next message
Olddog is currently offline Olddog

 
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Registered:May 2007
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I love it - it may not look perfect but it does look ok and is original and adamn funny to boot.

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Private 1st Class
Re: ingame screens from development (watch out spoilers)[message #156764] Tue, 11 September 2007 18:14 Go to previous messageGo to next message
the scorpion

 
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Registered:September 2004
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thx for your comments mate. I migth have stopped already without those Wink

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Sergeant Major
Re: ingame screens from development (watch out spoilers)[message #156810] Tue, 11 September 2007 22:12 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
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hmm i see in your is new rpc ?

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Sergeant Major
Re: ingame screens from development (watch out spoilers)[message #156814] Tue, 11 September 2007 22:36 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
who? Iggy?

Iggy isn't new, he's always been in ja2. just the animations he uses are new

but on this screenshot... http://www.ja-galaxy-forum.com/board/ubbthreads.php/ubb/showflat/Number/156810/Main/10360/#Post153080

...you see 3 of our new RPC's.

we have 12 new RPC's.

4 more RPC's than in normal game.

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Sergeant Major
Re: ingame screens from development (watch out spoilers)[message #156865] Wed, 12 September 2007 01:54 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
I couldn't pass by without saying that this mod looks great!!!

Can't wait to try it. Smile

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Master Sergeant
Re: ingame screens from development (watch out spoilers)[message #157019] Wed, 12 September 2007 17:44 Go to previous messageGo to next message
the scorpion

 
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Registered:September 2004
Location: CH
yeah, thx

just had two awesome fights in a row, first the defence of the central sam site (it was a carnage, with me using rpg's and mortars and molotovcocktails 40mm grenades etc. which i usually don't do but it was just a lot of them and there were perimeter walls in the way etc.

and then the attack on the oilfields, getting my guys from oil barrell to oil barrel trying to find decent fire positions where i wouldn't get my ass burned.

those two fights in the modified maps with new tilesets and the new bodytype animations... i guess this time it came pretty close to how i'd want the setting to be like. Must be quite some time ago since i've last had so much fun fighting those fights (may also have to do with the fact that the defending militia at the central sam finally figured how to use an RPG... twice in a row Wink

priceless moments when 5-6 elites gathered up, crissy fired a 40mm grenade to the side of them igniting a molotovcocktail that one of the baddies was carrying...

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Sergeant Major
Re: ingame screens from development (watch out spoilers)[message #157021] Wed, 12 September 2007 17:47 Go to previous messageGo to next message
the scorpion

 
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Registered:September 2004
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i didn't make screenshots right then. but some moments later was this

http://img209.imageshack.us/img209/7605/burnbabyburnagainly2.jpg

there used to be more walls and objects some time ago Wink and a large group of bad guys too.


i gotta say, slowly but steadily, we're getting there. that's quite close to how i'd like it to be.

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Sergeant Major
Re: ingame screens from development (watch out spoilers)[message #157067] Wed, 12 September 2007 20:57 Go to previous messageGo to next message
damsgard is currently offline damsgard

 
Messages:63
Registered:September 2007
Location: Norway
ahhh... nice... Finally some "Hot Stuff"...
Exciting picture... Cool, very cool, good work...

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Corporal
Re: ingame screens from development (watch out spoilers)[message #157156] Thu, 13 September 2007 07:05 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2021
Registered:January 2003
Location: Australia :D
Is it just me or are all the images not showing up from Imageshack?

So far I have only seen three an those were linked rather than embedded. Tho I have to say the three I saw were very interesting. What sort of gear are they dressed in as they look like french legion with beret's rather than normal combat gear!

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Lieutenant

Re: ingame screens from development (watch out spoilers)[message #157216] Thu, 13 September 2007 14:54 Go to previous messageGo to next message
Will Gates is currently offline Will Gates

 
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ETA Mr.Scorpion? I can't wait to play it. Monstrous!

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Sergeant Major
Re: ingame screens from development (watch out spoilers)[message #157221] Thu, 13 September 2007 15:13 Go to previous messageGo to next message
the scorpion

 
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Registered:September 2004
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i wait for the last speeches, a stable exe and see how many animations i can do during that time.

then we should have a public beta.

kaerar

i can see all embedded images. Maybe you use a browser option or tool that disables such imagesshack images? some of the images of course have already expired, but strangely enough, i can still see most of them.

i guess we'll upload some more nice pictures once we make RR's homepage public

the custom soldier animation is meant to display the cliche

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Sergeant Major
Re: ingame screens from development (watch out spoilers)[message #157388] Fri, 14 September 2007 03:48 Go to previous messageGo to next message
Olddog is currently offline Olddog

 
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Registered:May 2007
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As always, looking fabulous. Renegade Republic is what attracted me back to JA2 after many years so I greatly looking forward to its release.

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Private 1st Class
Re: ingame screens from development (watch out spoilers)[message #160904] Sun, 07 October 2007 23:09 Go to previous messageGo to next message
the scorpion

 
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Registered:September 2004
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i didn't want to add any new posting after that fantastic above comment of olddog's...

... anyway

i since some other threads contain the topmost postings, i can add to this again

been working a lot on animation, and besides finishing and/ or improving a lot of stuff shown before (e.g. BIG machete animation, pistols, double pistols) i also cam around adding this

http://img101.imageshack.us/img101/293/dropdownez2.gif

it's only 3 pics on this animation but the ingame anim contains some 70-ish frames so it will look much better Wink

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Sergeant Major
Re: ingame screens from development (watch out spoilers)[message #160905] Mon, 08 October 2007 01:51 Go to previous messageGo to next message
Marlboro Man

 
Messages:1156
Registered:October 2005
Location: USA
Excellent! Smile Good stuff you have been doing with those animations.


I was looking through the animation stuff today. Seeing if I could get juiced up about working on some. But alas, the juices were dry. Smile))))) Maybe in the near future the juices will flow enough. So all I can say is keep up the nice work. Smile


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Sergeant Major

Re: ingame screens from development (watch out spoilers)[message #160908] Mon, 08 October 2007 02:31 Go to previous messageGo to next message
Olddog is currently offline Olddog

 
Messages:21
Registered:May 2007
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With all the extra animations your doing its going to feel like playing a whole new game Smile As always looking great and I think that the 'lock and load' animation is a great idea.

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Private 1st Class
Re: ingame screens from development (watch out spoilers)[message #160909] Mon, 08 October 2007 03:29 Go to previous messageGo to next message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
Nice work, Scorp. Been following the comments in this topic for a while. Animations aren't easy to do, looking forward to *seeing* this as much as playing it!

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First Sergeant
Re: ingame screens from development (watch out spoilers)[message #160963] Mon, 08 October 2007 17:52 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
thanks for the comments guys. it's indeed shaping up better with more animations supported now, there are less occasions of the default bodytype, and some of the animations are quite fun to watch (even more so if they're slightly off... lol)

Marlboro

for you, i'd say it is critical about what kind of animation you'd want to do. I designed a reload animation of which i'm quite proud, but the workload on that was far less than for e.g. the crouching double pistol animation (might have been a 200-framer, don't quite recall)

However, it's hard to make those anims look very smooth, especially with new body movements, so that would IMO be a good task for perfectionists like yourself or coolberg, while longer animations, where working fast has priority, might be the kind of task for guys like Tbird (he works very fast it seems) and myself (i tend to invest too much time to make up for lacking skill and speed)
while working on my custom bodytpyes, i learn how to do those anims, and one can see a bit of improvement between the oldest anims and the latest ones, so maybe one day i'll be good enough to actually draw some stuff that can be added as a new movement or such for the standard bodytypes. Even better of course if my bodytype would be added as a whole, but that might be a quality problem there... would have to be optional Wink

Lock and load might be cosmetic, reloading animation maybe as well, but there are many possibilites for other things that might actually *add* to the game.

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Re: ingame screens from development (watch out spoilers)[message #161015] Mon, 08 October 2007 23:53 Go to previous messageGo to next message
Marlboro Man

 
Messages:1156
Registered:October 2005
Location: USA
I understand exactly what your saying. Smile I can see very well what you mean by smoothness. It does or will take someone with alot of patience to make great animations. But I also think it's ok too if you cut corners, the animations happen very quickly and some things are probably never noticed by the casual player. Heck, I still am noticing little things here and there throughout the game that I had not noticed before after all these years of playing. I do hope you and some of the other guys keep doing a few. Because it does make the game more fun to play when have a few new animations to see. Hmmmm, I wonder what happened with Khor? I have not seen him post in a very long time now. I was looking forward to a couple of animations he was working on.

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Sergeant Major

Re: ingame screens from development (watch out spoilers)[message #161106] Tue, 09 October 2007 18:20 Go to previous messageGo to next message
the scorpion

 
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yeah, haven't read much of him. I guess he had real life reasons not to post much lately. But there are other people starting to do or at least interested in animation drawing so the stuff he had said to be working on might already be in development by others as we speak.

you can be sure i've done "a couple" and while most of them are more or less just copying the existing movements for a coated bodytype, there are also attempts do do new stuff... like a top-down machete swipe animation that could easily be reconstructed for the existing bodytypes.

the works on the lock-and-load and the rifle reloading animations will hopefully help a tiny bit to work on future additions*, and the head-butting animation might by far not be as smooth as the vanilla ones, but i sincerely hope it will put a smile on some faces, and that's something i have to do every now and then to prevent the mod of becoming "too dry".


*did you see stupid_drunkard's thread about that? he might just gonna do that, and i can already give advice on number of frames to use and such.



see if the link works

http://img49.imageshack.us/img49/4883/lnloncemoreuy4.jpg http://img49.imageshack.us/img49/7817/lnloncemore2wp8.jpg


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Re: ingame screens from development (watch out spoilers)[message #161107] Tue, 09 October 2007 18:25 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
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you see, sometimes the difference between frames is very minimal

http://img505.imageshack.us/img505/1285/lnl2kx5.jpg http://img49.imageshack.us/img49/5611/lnl1tk0.jpg


if the difference in movement is only some few pixels, every single pixel has to fit, the speed of the animation has to match etc. i still have a long learning process in front of me Wink

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Sergeant Major
Re: ingame screens from development (watch out spoilers)[message #161199] Wed, 10 October 2007 07:07 Go to previous messageGo to next message
Marlboro Man

 
Messages:1156
Registered:October 2005
Location: USA
Quote:
yeah, haven't read much of him. I guess he had real life reasons not to post much lately.


I do believe that his wife just had a baby not long ago, so I am sure he is busy with that. Smile

Quote:
did you see stupid_drunkard's thread about that? he might just gonna do that, and i can already give advice on number of frames to use and such.


Yes, I have been following along there. Hopefully he can make some things happen. As well as some of the others who are interested.

Quote:
see if the link works


I do see the hand movement. Took me second to see it though. That's what I was saying about alot of people are probably not catching the subtle movements like that. Espicially in real time. But it's still always good to get all you can into the animation.

[Updated on: Wed, 10 October 2007 07:11] by Moderator

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Sergeant Major

Re: ingame screens from development (watch out spoilers)[message #161219] Wed, 10 October 2007 14:27 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
the interesting thing is that wrong or awkward movement is noticed much easier, you'll see what i mean when these things go public, a wrong coord or some glitch... they'll show easily ;-(

also has to do with perception, if the characters sprite bends his leg the wrong way or has his hand move from positon A to pos b without the arm moving notably (including the shoulder) it will very soon look odd because we just know quite well how a human body would ideally look like when moving. at least i have this coat on the sprites that covers up some things Wink

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Re: ingame screens from development (watch out spoilers)[message #161311] Thu, 11 October 2007 17:15 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
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my animations expert just informed me that the way i was planning to use the custom reload animation in the game wouldn't work due to the way the animation sequence is played. This also explains the results that i had testing this...

means the reload animation isn't really implemented yet and we'll have to find a better way. What might soon be there though is crouched machetting and punching, i've got those like half-way drawn.

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Re: ingame screens from development (watch out spoilers)[message #161328] Thu, 11 October 2007 23:12 Go to previous messageGo to next message
Remus Lupin is currently offline Remus Lupin
Messages:3
Registered:October 2007
Been a lurker for a longer time and I just had to register so that I could comment to this thread.

And I have to say that you've done a sodding BRILLIANT job. Incredible! Truly fabulous! And like Olddog, this also got me to install good ol' Jagged Alliance 2 and get on liberating Arulco. Very Happy I really, really can't wait for this mod to be released, even a beta version. It's looking really breathtaking and my hands are already itching to get to play it! EXCELLENT work!

I do have a few q's too... is it in English? Please, tell me it is. Because I can only speak English, Swedish, Finnish and French. Not Polish, Hungarian, Russian or German, which (most unfortunately) seem to be the most favored languages for JA2 mods out there.

Also, do you have any idea when you might make a first release for this mod? I know you said that definitely this year earlier in the thread, but delays can always happen, so I just decided to ask to be sure. Razz Besides, maybe you have a more clear idea now.

Anyway, keep up the magnificent work! Smile

(by the way, I have to say you're really awesome to come online here to keep us posted on the progress of your mod. Thanks!)

[Updated on: Thu, 11 October 2007 23:13] by Moderator

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Civilian
Re: ingame screens from development (watch out spoilers)[message #161350] Fri, 12 October 2007 02:56 Go to previous messageGo to next message
Marlboro Man

 
Messages:1156
Registered:October 2005
Location: USA
Quote:
I do have a few q's too... is it in English?



This time I think he is doing it in Klingon. :biglaugh:


KA-PLA!

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Sergeant Major

Re: ingame screens from development (watch out spoilers)[message #161383] Fri, 12 October 2007 17:25 Go to previous messageGo to next message
Remus Lupin is currently offline Remus Lupin
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Registered:October 2007
Oh, har har! Very Happy Am I to deduce from your sarcastic answer that it indeed is in English? Razz

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Civilian
Re: ingame screens from development (watch out spoilers)[message #161384] Fri, 12 October 2007 17:41 Go to previous messageGo to next message
Marlboro Man

 
Messages:1156
Registered:October 2005
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Yes. This mod will be in english. I think Scorpion learned his lesson from his last mod by not having an english version. Wink

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Sergeant Major

Re: ingame screens from development (watch out spoilers)[message #161400] Fri, 12 October 2007 19:57 Go to previous messageGo to next message
CNC_gun is currently offline CNC_gun

 
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Last KGB info.

The mod is made in Swiss German.

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Corporal 1st Class
Re: ingame screens from development (watch out spoilers)[message #161424] Fri, 12 October 2007 21:26 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
east swiss german to be exact.

that's a language you can only endure if you've already achieved level 99 Karma (which is 90 Level's more than the Dalai Lama and the entire shaoline monastary combined)
And the only way to learn it is to have it passed on to you by a loving mother or maybe 55 years of torture in a priosn in Syria run by former CIA agents... heheh


but luckily for us, this is only the development language, the release language will be badly broken english Wink

let's say we "try" to make it english... however understand that Will Shakespear and the association of Posh prescriptivist linguists for the preservation of RP in contemporary English will roatate in their graves like homer simpson in a doughnut (hehehehe) store Wink


by the way, has somebody mentioned that today is "international day of bad/ not funny comparisons?"




Marlboro Man

to be honest, releasing the last mod in german was the right thing, a good thing to do. I'm perfectly okay with that.

I would work in german again this time if i really had a choice, but working on the 1.13 platform, i don't have this choice. Doing a mod in anything else than your mothertongue will most likely make the story much worse, the dialogue, the character design, some of the initial humour that you had in mind will get lost in translation Wink

you can see this by watching dubbed movies or play localisations of games... the effect is present even for professional studios, even more so it affects amateurs like myself.

In german, the dialogue might still have been bad, but at least the difference between the content that i wanted to convey and what would in the end get across might have been smaller, less linguistic fog, less loss of detail, less loss of individuality.


but then i think we have a large community here. It would be possible to improve many of those things with the help of an interested community.

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Sergeant Major
Re: ingame screens from development (watch out spoilers)[message #161473] Sat, 13 October 2007 02:19 Go to previous messageGo to next message
Marlboro Man

 
Messages:1156
Registered:October 2005
Location: USA
I understand where your coming from. I don't mind the spoken languages or voice overs in which ever language you use. But I would want the pop up captions in a language that I can read. So I am not wondering what is going on. Smile


What I was actually refering to when I said you learned your lesson, was that after you released your mod, you had to go back later and do an english captioned version, didn't you? Sorry it's been so long since I played it, I can't fully remember. Smile

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Sergeant Major

Re: ingame screens from development (watch out spoilers)[message #161494] Sat, 13 October 2007 10:42 Go to previous messageGo to previous message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
vengeance was aimed at the at the time relativly large and active german speaking ja2 fan community, remember this was pre-1.13 where something like a noteworthy english community didn't really exist.

Months after the release, commandant i think it was, translated most of the subtitles and other texts to english. I personally never worked on an english version of ja2 vengeance, neither on a conversion to 1.13 version.

i also have the feeling that the number of english speaking players actually playing ja2 vengeance (translated or not) was rather small, compared to the german community of that good 'ol time Wink

vengeance had a couple of thousands of downloads prior to the english patch... i don't remember a significant boost after that, but this might be because the download figures were reset repeatedly so there wasn't really a way to have useful statistics.

also download numbers tell you absolutely nothing about people actually playing the mod or not.


so in the end it was a favor from commandant (thanks mate) to release english subtitles, i had nothing to do with that, i also didn't feel any sort of pressure (which you implied in your posting by using terms like "had to go..." ) of doing that.

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