Alexandermb Posted November 2, 2019 Author Share Posted November 2, 2019 Capes folder before my fix: Spoiler After: Spoiler Link to comment Share on other sites More sharing options...
Alexandermb Posted November 2, 2019 Author Share Posted November 2, 2019 Committed the standarization of capes. Part 1. 1 Link to comment Share on other sites More sharing options...
Stan` Posted November 2, 2019 Share Posted November 2, 2019 @Alexandermb You broke the build, can you fix the first one in priority ? Else we won't know if something goes wrong with any commit ? Can you remove </variant> public\art\actors\units\spartans\infantry_javelinist_a.xml at line 43 ? Can you fix all those errors ? Missing file 'art/actors/props/units/capes/brit_boudicca.xml' referenced by: 'public/art/actors/units/britons/hero_infantry_swordsman_boudicca.xml' Missing file 'art/actors/props/units/capes/cloak_thracian.xml' referenced by: 'public/art/actors/units/seleucids/infantry_swordsman_a.xml', 'public/art/actors/units/seleucids/infantry_swordsman_a.xml', 'public/art/actors/units/seleucids/infantry_swordsman_e.xml', 'public/art/actors/units/seleucids/infantry_swordsman_e.xml' Missing file 'art/actors/props/units/capes/iber_viriato.xml' referenced by: 'public/art/actors/units/iberians/hero_infantry_swordsman_viriato.xml' Missing file 'art/actors/props/units/capes/javelinist_fast.xml' referenced by: 'public/art/actors/units/hellenes/infantry_javelinist_c_thureophoros.xml', 'public/art/actors/units/hellenes/infantry_javelinist_c_thureophoros.xml', 'public/art/actors/units/persians/infantry_javelinist_a.xml', 'public/art/actors/units/persians/infantry_javelinist_a.xml', 'public/art/actors/units/persians/infantry_javelinist_b.xml', 'public/art/actors/units/persians/infantry_javelinist_b.xml', 'public/art/actors/units/persians/infantry_javelinist_c.xml', 'public/art/actors/units/persians/infantry_javelinist_c.xml', 'public/art/actors/units/persians/infantry_javelinist_e.xml', 'public/art/actors/units/persians/infantry_javelinist_e.xml', 'public/art/actors/units/ptolemies/infantry_javelinist_a.xml', 'public/art/actors/units/ptolemies/infantry_javelinist_a.xml', 'public/art/actors/units/ptolemies/infantry_javelinist_b.xml', 'public/art/actors/units/ptolemies/infantry_javelinist_e.xml', 'public/art/actors/units/ptolemies/infantry_javelinist_e.xml' Missing file 'art/actors/props/units/capes/javelinist_thracian.xml' referenced by: 'public/art/actors/units/athenians/infantry_javelinist_e.xml' Missing file 'art/actors/props/units/capes/swordsman_shield_ready_centurion.xml' referenced by: 'public/art/actors/units/romans/infantry_swordsman_c3.xml' Missing file 'art/actors/props/units/capes/swordsman_shield_relax_celt.xml' referenced by: 'public/art/actors/units/ptolemies/infantry_swordsman_a.xml', 'public/art/actors/units/ptolemies/infantry_swordsman_a.xml', 'public/art/actors/units/ptolemies/infantry_swordsman_b.xml', 'public/art/actors/units/ptolemies/infantry_swordsman_b.xml', 'public/art/actors/units/ptolemies/infantry_swordsman_e.xml', 'public/art/actors/units/ptolemies/infantry_swordsman_e.xml' Missing file 'art/variants/biped/base_swordsman_shield_fast_relax.xml' referenced by: 'public/art/actors/units/iberians/hero_infantry_swordsman_caros.xml', 'public/art/actors/units/mauryas/infantry_swordsman_c.xml' Missing file 'art/variants/biped/base_swordsman_shieldsmall_fast.xml' referenced by: 'public/art/actors/props/units/capes/cape_viriato.xml', 'public/art/actors/units/kushites/infantry_clubman_a.xml', 'public/art/actors/units/kushites/infantry_clubman_b.xml', 'public/art/actors/units/kushites/infantry_clubman_e.xml' 1 Link to comment Share on other sites More sharing options...
Alexandermb Posted November 2, 2019 Author Share Posted November 2, 2019 4 hours ago, Stan` said: @Alexandermb You broke the build, can you fix the first one in priority ? Else we won't know if something goes wrong with any commit ? Can you remove </variant> public\art\actors\units\spartans\infantry_javelinist_a.xml at line 43 ? Can you fix all those errors ? Missing file 'art/actors/props/units/capes/brit_boudicca.xml' referenced by: 'public/art/actors/units/britons/hero_infantry_swordsman_boudicca.xml' Missing file 'art/actors/props/units/capes/cloak_thracian.xml' referenced by: 'public/art/actors/units/seleucids/infantry_swordsman_a.xml', 'public/art/actors/units/seleucids/infantry_swordsman_a.xml', 'public/art/actors/units/seleucids/infantry_swordsman_e.xml', 'public/art/actors/units/seleucids/infantry_swordsman_e.xml' Missing file 'art/actors/props/units/capes/iber_viriato.xml' referenced by: 'public/art/actors/units/iberians/hero_infantry_swordsman_viriato.xml' Missing file 'art/actors/props/units/capes/javelinist_fast.xml' referenced by: 'public/art/actors/units/hellenes/infantry_javelinist_c_thureophoros.xml', 'public/art/actors/units/hellenes/infantry_javelinist_c_thureophoros.xml', 'public/art/actors/units/persians/infantry_javelinist_a.xml', 'public/art/actors/units/persians/infantry_javelinist_a.xml', 'public/art/actors/units/persians/infantry_javelinist_b.xml', 'public/art/actors/units/persians/infantry_javelinist_b.xml', 'public/art/actors/units/persians/infantry_javelinist_c.xml', 'public/art/actors/units/persians/infantry_javelinist_c.xml', 'public/art/actors/units/persians/infantry_javelinist_e.xml', 'public/art/actors/units/persians/infantry_javelinist_e.xml', 'public/art/actors/units/ptolemies/infantry_javelinist_a.xml', 'public/art/actors/units/ptolemies/infantry_javelinist_a.xml', 'public/art/actors/units/ptolemies/infantry_javelinist_b.xml', 'public/art/actors/units/ptolemies/infantry_javelinist_e.xml', 'public/art/actors/units/ptolemies/infantry_javelinist_e.xml' Missing file 'art/actors/props/units/capes/javelinist_thracian.xml' referenced by: 'public/art/actors/units/athenians/infantry_javelinist_e.xml' Missing file 'art/actors/props/units/capes/swordsman_shield_ready_centurion.xml' referenced by: 'public/art/actors/units/romans/infantry_swordsman_c3.xml' Missing file 'art/actors/props/units/capes/swordsman_shield_relax_celt.xml' referenced by: 'public/art/actors/units/ptolemies/infantry_swordsman_a.xml', 'public/art/actors/units/ptolemies/infantry_swordsman_a.xml', 'public/art/actors/units/ptolemies/infantry_swordsman_b.xml', 'public/art/actors/units/ptolemies/infantry_swordsman_b.xml', 'public/art/actors/units/ptolemies/infantry_swordsman_e.xml', 'public/art/actors/units/ptolemies/infantry_swordsman_e.xml' Missing file 'art/variants/biped/base_swordsman_shield_fast_relax.xml' referenced by: 'public/art/actors/units/iberians/hero_infantry_swordsman_caros.xml', 'public/art/actors/units/mauryas/infantry_swordsman_c.xml' Missing file 'art/variants/biped/base_swordsman_shieldsmall_fast.xml' referenced by: 'public/art/actors/props/units/capes/cape_viriato.xml', 'public/art/actors/units/kushites/infantry_clubman_a.xml', 'public/art/actors/units/kushites/infantry_clubman_b.xml', 'public/art/actors/units/kushites/infantry_clubman_e.xml' Just committed the fix for those, anything else missing? thanks for the checkref! Link to comment Share on other sites More sharing options...
Stan` Posted November 2, 2019 Share Posted November 2, 2019 All good. Link to comment Share on other sites More sharing options...
Alexandermb Posted November 2, 2019 Author Share Posted November 2, 2019 1 minute ago, Stan` said: All good. Thanks! i need to check if it could also use riders variants and so we can delete rider capes folder, but this weekend is for finish scutum and if its possible hero specific animations. Link to comment Share on other sites More sharing options...
Alexandermb Posted November 2, 2019 Author Share Posted November 2, 2019 i swear i had good plans last night when ended with the capes for the hero animations but today i totally forgot what i was about to do. 1 Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 6, 2019 Share Posted November 6, 2019 (edited) Some ideas... Some blavksmith basic technique I know is XIV century but... Some things doesnt change, forging melt and iron cast change but hammering... Spoiler Edited November 6, 2019 by Lion.Kanzen 1 Link to comment Share on other sites More sharing options...
Alexandermb Posted November 7, 2019 Author Share Posted November 7, 2019 i think i've managed to implement variant based on stance following @Angen works on Assault Rifle UnitAi Test. Link to comment Share on other sites More sharing options...
Alexandermb Posted November 7, 2019 Author Share Posted November 7, 2019 I'm kinda Lost on what could be the differences between animations variants for stance. Passive from Defensive por example. Aggressive from Violent. Link to comment Share on other sites More sharing options...
Freagarach Posted November 7, 2019 Share Posted November 7, 2019 IMHO, the animation ought to be enemy proximity-related. However, that might be costly performance-wise, so we could make it UnitAI-state dependent. I do not think the stances should influence the variant: If you're gonna attack an enemy you will look the same, regardless whether your orders were to charge on sight or wait for the enemy to close in (provided unlimited stamina ). Link to comment Share on other sites More sharing options...
Alexandermb Posted November 7, 2019 Author Share Posted November 7, 2019 2 minutes ago, Freagarach said: IMHO, the animation ought to be enemy proximity-related. However, that might be costly performance-wise, so we could make it UnitAI-state dependent. I do not think the stances should influence the variant: If you're gonna attack an enemy you will look the same, regardless whether your orders were to charge on sight or wait for the enemy to close in (provided unlimited stamina ). "COMBAT.APPROACHING" remains the same, so they always gonna walk attacking the enemy in "ready" variant, however stance based variant would help if stances make a difference in future gameplay. Like this: Violent: increment movement speed 10% while reducing defenses 10% Aggresive: incrementing movement speed 5% while reducing defenses 5% Defensive: Movement speed and defenses as usual. Hold Ground: Attack Reduced by 5% defenses increased by 10% while standing ground. Passive: Defenses Reduced as the infantry isn't aware of any threat (perfectly for ambushes) Walk speed to a human realistic walking speed, attack lowered and gathering rate increased. just an example stats arent 100% accurate. If that were the case, aiming for realism and making 0.A.D. one of the few making stances more than just a behavior but also an strategy. Link to comment Share on other sites More sharing options...
Alexandermb Posted November 7, 2019 Author Share Posted November 7, 2019 @Imarok @Freagarach would you know a way of implement death variant's based on attack? also attack variant based on entitiy? For death; if i got hit by an arrow i would play an animation with an arrow on the knee... in the heart. For attack: if im attacking a cavalry i would hit the rider, not only the horse. Link to comment Share on other sites More sharing options...
Stan` Posted November 7, 2019 Share Posted November 7, 2019 How do you handle multiple hits ? in Totalwar I believe units fight one on one. Link to comment Share on other sites More sharing options...
Alexandermb Posted November 7, 2019 Author Share Posted November 7, 2019 4 minutes ago, Stan` said: How do you handle multiple hits ? in Totalwar I believe units fight one on one. Yep, they do one on one. If you mean by death animation, i would only take the latest attacking entity. Link to comment Share on other sites More sharing options...
Stan` Posted November 7, 2019 Share Posted November 7, 2019 Well that would be the first to strike a fatal blow. I guess ordering units two by two is expensive. Also would be kinda weird no ? We need knockback Link to comment Share on other sites More sharing options...
Alexandermb Posted November 7, 2019 Author Share Posted November 7, 2019 @Stan` also would be nice if we could have approaching to resource variant. showing tools while walking to gather. Axe in the shoulder or holding with both hands while approaching to the trees (like aoe aha) Link to comment Share on other sites More sharing options...
Silier Posted November 7, 2019 Share Posted November 7, 2019 thats actually pretty easy to achieve, if decition is made i am willing to create a patch for unitai 1 Link to comment Share on other sites More sharing options...
Alexandermb Posted November 7, 2019 Author Share Posted November 7, 2019 19 minutes ago, Angen said: thats actually pretty easy to achieve, if decition is made i am willing to create a patch for unitai Approaching to resource? if decition is made, i am willing to make the animations As soon as possible.@Stan` thoughts? Link to comment Share on other sites More sharing options...
Stan` Posted November 7, 2019 Share Posted November 7, 2019 I always wanted to have M2TW like combat in this game so I am all for it but I can't commit code... 1 Link to comment Share on other sites More sharing options...
Alexandermb Posted November 8, 2019 Author Share Posted November 8, 2019 Made jog relax and ready animation for the slinger as well as some idles Link to comment Share on other sites More sharing options...
Alexandermb Posted November 8, 2019 Author Share Posted November 8, 2019 5 hours ago, Stan` said: I always wanted to have M2TW like combat in this game so I am all for it but I can't commit code... Can you mention what features? i would like to have a vision of it. New idle relax for archer done, as well as the new jog animation: Spoiler Plan: New Idle Ready for archer: While the idle relax keeps the bow whitout being stretched in order to retain the silouete of the archer, the ready version stretch the bow as if its "ready" to fire: Spoiler All of this with having in mind to retain as much as possible from the main animation, considerating that we only have archers using ready variant pose: Now i just need to do some relaxed idles and ready jog animation and we are done with the archer and probably covered all the infantry natural idles. 2 Link to comment Share on other sites More sharing options...
Silier Posted November 8, 2019 Share Posted November 8, 2019 6 hours ago, Alexandermb said: Approaching to resource? if decition is made, i am willing to make the animations As soon as possible.@Stan` thoughts? yes for approaching resources see Survival mod for reference Link to comment Share on other sites More sharing options...
Freagarach Posted November 8, 2019 Share Posted November 8, 2019 13 hours ago, Alexandermb said: a way of implement death variant's based on attack? One could pass the type of attack from the Attacking-helper to Health.js TakeDamage, then via Reduce and HandleDeath to CreateCorpse and one could select a attack-specific animation there (at "// Make it fall over"). Note that this will not be able to specify which kind of projectile (arrow, boulder, stone) would be the COD. 1 Link to comment Share on other sites More sharing options...
Stan` Posted November 8, 2019 Share Posted November 8, 2019 @Alexandermb IMHO, we should have catapult + charge knockback, syncing anims, finishing anims, climbing on walls (this one is tough) and maybe upgrading weapons by tech. Realistically if we have syncing anims and knockback I'm happy. Link to comment Share on other sites More sharing options...
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