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Re: ingame screens from development (watch out spoilers)[message #153149]
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Wed, 15 August 2007 02:50
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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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
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Re: ingame screens from development (watch out spoilers)[message #156546]
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Mon, 10 September 2007 12:54
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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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
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Re: ingame screens from development (watch out spoilers)[message #157221]
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Thu, 13 September 2007 15:13
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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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
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Re: ingame screens from development (watch out spoilers)[message #160963]
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Mon, 08 October 2007 17:52
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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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
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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Sergeant Major
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Re: ingame screens from development (watch out spoilers)[message #161311]
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Thu, 11 October 2007 17:15
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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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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Sergeant Major
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Re: ingame screens from development (watch out spoilers)[message #161328]
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Thu, 11 October 2007 23:12
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Remus Lupin |
Messages:3
Registered:October 2007 |
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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. 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. Besides, maybe you have a more clear idea now.
Anyway, keep up the magnificent work!
(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 Report message to a moderator
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Civilian
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Re: ingame screens from development (watch out spoilers)[message #161424]
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Fri, 12 October 2007 21:26
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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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
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
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
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
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