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Enrique

Art Dev. Task tracking

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@Enrique what about the helmet I and @Sighvatr made, are they okay to be used, or are you still waiting for that helmet prop point issue ? (Latest version of agema and thracian cap are in my render dump thread.

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Just now, fabio said:

Some animals also miss some animation. Someone should make a list :)

And improve the acurracy of apareance of some heroes I can do the list of Heroes.

All Romans  helmets for example.

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25 minutes ago, fabio said:

Some animals also miss some animation. Someone should make a list :)

Tickets are on trac :)

I'm just too lazy to restart the zebu anim from scratch

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53 minutes ago, fabio said:

Some animals also miss some animation. Someone should make a list :)

I'll find some time to go through the forums and tickets updating animals list.

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13 minutes ago, Lion.Kanzen said:

with Amazon  map we will include these animal from Amazon Jungle?

You know the manpower we currently have and the priorities in the list. There are still animals unfinished that are more common than amazon animals, so those will come first.

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Updated animation roadmap with the latest progress.

I don't forget about the animals, it's just that I'm too focused on animations whenever I have free time.

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They definitely are (idles have only one variation except women villagers). Please be aware that I wanted to finish the animations with at least just one variation of each type of animation needed so they could be commited and be playable in the game. After cavalry units are upgraded, expect more idle variations to come for every unit type.

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3 minutes ago, stanislas69 said:

Any plans for dual sword viriato, one handed spearman and ptol fishing unit too  ? :)

No. Those units will be deleted since they don't have their new animations now. :P

Joke. Of course those will be done too eventually. I didn't want to spend more time before commiting with dual sword since there's only one unit that would use that animation.

And... one handed spearman? what unit is that?

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Ah my bad only cavalry have one handed spears =D

 

You almost got me XD

Edited by stanislas69

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Wat 

All spearmen with the exception of pikes are one handed spearmen?

(I'd love to see cavalry lancers use both hands, and a lance of decent length btw)

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7 minutes ago, LordGood said:

Wat 

All spearmen with the exception of pikes are one handed spearmen?

(I'd love to see cavalry lancers use both hands, and a lance of decent length btw)

Yes im sure of that.

what are they talking about....?

 

Edited by Lion.Kanzen

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I think Stan is refering to the equipement. Let me clarify:

There's no spearmen without shield, hence both hands are occupied. So, no one-handed spearmen are in the game.

I'll try to post soon some cavalry animation WIPs so you can take a look at how they would look. We can increase their spears to reach the units.

I'd also love to have a system where non-cav units know when they're attacking cavalry so we can do attack animations pointing higher.

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Another thing that could be looked into is the unit gliding. When you move a unit, sometimes the unit stop the animation just before arriving to the point that you tell him, gliding some distance. Sure, that this is more related to programming side...

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1 minute ago, av93 said:

Another thing that could be looked into is the unit gliding. When you move a unit, sometimes the unit stop the animation just before arriving to the point that you tell him, gliding some distance. Sure, that this is more related to programming side...

Yeah, I hate that gliding too. But as you said that is not under art dept scope :(

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You're referring to the fact that units sometimes glide at the very end of their movement? If so yes it's a bug, and it's fixed/it will be fixed in my ongoing UnitMotion rewrite which will land whenever.

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I only know the following thing: If a unit starts and stops a move on the same turn, the walk animation will not be triggered, thus gliding. This can be tested by starting a multiplayer (500ms turn length as opposed to 200ms in singleplayer) and moving a female a very short distance.

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