New feature: new animations[message #351262]
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Sun, 15 October 2017 20:32
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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As mentioned elsewhere, we've now actually have someone who is not only able, but willing to create new animations (even after learning all the necessary oddities we require). Taro has begun creating quite a few animations. Assuming he isn't, dunno, swallowed by the earth or something, I expect to add quite a few animations here. He creates the anims, the rest of discord gives feedback and some scripting help, and I implement the stuff code-side. You might even spot stuff in development on our Discord thingy.
At some point I will likely make a separate how-to thread on how to add new animations to the game, from Taro's blender and animation stuff over .sti weirdness to the rudimentary the basic code change requirements.
Anyway, new stuff here.
Bayonet attacks (r8494 & GameDir r2393):
Crouched walking with weapons raised (r8496 & GameDir r2397):
This should be rather useful - you can now move forward while aiming down a gun simultaneously while crouched. I'll likely make a video of this and other animations at some point.
Edit: As of r8497 & GameDir r2398, I've lowered BP_MODIFIER_WEAPON_READY (which is extra breath cost for movement with guns raised) from 30 to 10, otherwise this movement method will drain you very quick.
Unless explicitly stated otherwise, this is savegame compatible. Using new exes without the new gamedir data will cause your employer to pay your salary in loot boxes.
Note: This thread is intended for stuff that is implemented and committed to the trunk.
[Updated on: Tue, 17 October 2017 22:18]
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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