Stan` Posted November 26, 2019 Share Posted November 26, 2019 No that's turrets. Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 26, 2019 Share Posted November 26, 2019 11 minutes ago, Stan` said: No that's turrets. Two units in one, right? Link to comment Share on other sites More sharing options...
Stan` Posted November 26, 2019 Share Posted November 26, 2019 Yup 1 Link to comment Share on other sites More sharing options...
Alexandermb Posted November 26, 2019 Author Share Posted November 26, 2019 5 hours ago, wowgetoffyourcellphone said: Move-Attacks are a thing I've wanted for a long time, especially when chasing. Now we need the function. However im not sure if the animation will work like that because the attack time is around frame 20 or 22 in a 40 lenght animation. If the function is added, there should be a new tag for choose when it should be played animation to sync the impact moment. Link to comment Share on other sites More sharing options...
Stan` Posted November 26, 2019 Share Posted November 26, 2019 1 hour ago, Alexandermb said: If the function is added, there should be a new tag for choose when it should be played animation to sync the impact moment. You should post that here https://code.wildfiregames.com/D1958 Link to comment Share on other sites More sharing options...
Alexandermb Posted November 26, 2019 Author Share Posted November 26, 2019 First in movement ranged attack animation: Spoiler Ā 3 Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 26, 2019 Share Posted November 26, 2019 No se te olvide el estilo AsiÔtico. Dont forget this... Central asian.  Spoiler https://youtu.be/6lf9q6OQse0   Link to comment Share on other sites More sharing options...
Alexandermb Posted November 26, 2019 Author Share Posted November 26, 2019 After a very long variant's cleaning for all horse related actors ended with this result: Horse props such as hair or blankets now properly supports multiple variants with different movement animations and/or idles. Horse props such as trader or fauna no longer are required, neither their variants so a lot of duplicated files will be deleted. Breaking changes: Horses variants in order to work just like capes work now for infantry they require to have the id tag exactly as the prop tag ie: Where it used to be <variant name="Idle"/> now it needs to be replaced with something like this:Ā <variant file="quadraped/base_horse_fauna.xml" name="Horse-Fauna" frequency="1"/> Here a list of the variants: Ā Spoiler Ā Ā Ā <variant file="quadraped/base_horse_javelin_fast.xml" Ā name="Javelinist-Fast-Horse" frequency="1"/> Ā Ā <variant file="quadraped/base_horse_archer_fast.xml" name="Archer-Fast-Horse" frequency="1"/> Ā Ā <variant file="quadraped/base_horse_javelin.xml" Ā name="Javelinist-Horse" frequency="1"/> Ā Ā <variant file="quadraped/base_horse_chariot.xml" Ā name="Chariot-Horse" frequency="1"/> Ā Ā <variant file="quadraped/base_horse_archer.xml" name="Archer-Horse" frequency="1"/> Ā Ā <variant file="quadraped/base_horse_fauna.xml" name="Horse-Fauna" frequency="1"/> Ā Ā <variant file="quadraped/base_horse_trot.xml" name="Horse-Trot" frequency="1"/> Ā Ā <variant file="quadraped/base_horse_pace.xml" name="Horse-Pace" frequency="1"/> Ā Ā <variant file="quadraped/base_horse_walk.xml" name="Horse-Walk" frequency="1"/> Ā Ā As you can see, theres no longer required a "horse_swordsman"Ā since it doesn't make any difference spearman from swordsman, so it is now related only to the walking animationĀ Currently movement animations (Blend file have some more): Horse_Walk. (Used in trader horse) Horse_Walk_Relax. (Used in fauna horse) Horse_Trot. (Used in CavalryĀ horse) Horse_Pace. (Used in Champion's horse) Horse_Gallop. (Used by most of horses for running) Variants were usually placed in biped/ folder being them a children of another variant placed in biped/rider/cavalry. In order to reduce amount of files in biped/ folder and also reducing redundant names All riders variants will be moved toĀ biped/rider/cavalryĀ folder for have a cleaner biped/ folder. List of variants so far for melee cavalry: Spoiler Ā Ā <variant file="biped/rider/cavalry/base_spearman_2h_fast_ready.xml" name="Spearman-2h-Fast-Ready" frequency="1"/> Ā Ā <variant file="biped/rider/cavalry/base_spearman_2h_fast_relax.xml" name="Spearman-2h-Fast-Relax" frequency="1"/> Ā Ā <variant file="biped/rider/cavalry/base_spearman_2h_ready.xml" name="Spearman-2h-Ready" frequency="1"/> Ā Ā <variant file="biped/rider/cavalry/base_spearman_2h_relax.xml" name="Spearman-2h-Relax" frequency="1"/> Ā Ā <variant file="biped/rider/cavalry/base_spearman_fast_01.xml" name="Spearman-Fast-01" frequency="1"/> Ā Ā <variant file="biped/rider/cavalry/base_spearman_fast_02.xml" name="Spearman-Fast-02" frequency="1"/> Ā Ā <variant file="biped/rider/cavalry/base_spearman_fast_shield_01.xml" name="Spearman-Fast-Shield-01" frequency="1"/> Ā Ā <variant file="biped/rider/cavalry/base_spearman_fast_shield_02.xml" name="Spearman-Fast-Shield-02" frequency="1"/> Ā Ā <variant file="biped/rider/cavalry/base_spearman_fast_shield_aspis.xml" name="Spearman-Fast-Shield-Aspis" frequency="1"/> Ā Ā <variant file="biped/rider/cavalry/base_spearman_ready.xml" name="Spearman-Ready" frequency="1"/> Ā Ā <variant file="biped/rider/cavalry/base_spearman_ready_shield.xml" name="Spearman-Ready-Shield" frequency="1"/> Ā Ā <variant file="biped/rider/cavalry/base_spearman_relax_01.xml" name="Spearman-Relax-01" frequency="1"/> Ā Ā <variant file="biped/rider/cavalry/base_spearman_relax_02.xml" name="Spearman-Relax-02" frequency="1"/> Ā Ā <variant file="biped/rider/cavalry/base_spearman_relax_reverse_01.xml" name="Spearman-Relax-Reverse-01" frequency="1"/> Ā Ā <variant file="biped/rider/cavalry/base_spearman_relax_reverse_02.xml" name="Spearman-Relax-Reverse-02" frequency="1"/> Ā Ā <variant file="biped/rider/cavalry/base_spearman_relax_reverse.xml" name="Spearman-Relax-Reverse" frequency="1"/> Ā Ā <variant file="biped/rider/cavalry/base_spearman_relax_shield_01.xml" name="Spearman-Relax-Shield-01" frequency="1"/> Ā Ā <variant file="biped/rider/cavalry/base_spearman_relax_shield_02.xml" name="Spearman-Relax-Shield-02" frequency="1"/> Ā Ā <variant file="biped/rider/cavalry/base_spearman_relax_shield_reverse.xml" name="Spearman-Relax-Shield-Reverse" frequency="1"/> Ā Ā <variant file="biped/rider/cavalry/base_spearman_relax_shield_aspis.xml" name="Spearman-Relax-Shield-Aspis" frequency="1"/> Ā Ā <variant file="biped/rider/cavalry/base_spearman_relax_shield_aspis_reverse.xml" name="Spearman-Relax-Shield-Aspis-Reverse" frequency="1"/> Ā Ā <variant file="biped/rider/cavalry/base_swordsman_fast_ready.xml" name="Swordsman-Fast-Ready" frequency="1"/> Ā Ā <variant file="biped/rider/cavalry/base_swordsman_fast_ready_shield.xml" name="Swordsman-Fast-Ready-Shield" frequency="1"/> Ā Ā <variant file="biped/rider/cavalry/base_swordsman_fast_relax.xml" name="Swordsman-Fast-Relax" frequency="1"/> Ā Ā <variant file="biped/rider/cavalry/base_swordsman_fast_relax_shield.xml" name="Swordsman-Fast-Relax-Shield" frequency="1"/> Ā Ā <variant file="biped/rider/cavalry/base_swordsman_ready.xml" name="Swordsman-Ready" frequency="1"/> Ā Ā <variant file="biped/rider/cavalry/base_swordsman_ready_shield.xml" name="Swordsman-Ready-Shield" frequency="1"/> Ā Ā <variant file="biped/rider/cavalry/base_swordsman_relax.xml" name="Swordsman-Relax" frequency="1"/> Ā Ā <variant file="biped/rider/cavalry/base_swordsman_relax_shield.xml" name="Swordsman-Relax-Shield" frequency="1"/> The main objective i had in mind was to standarize rider capes just like done with the infantry for have less annoying cape folder, but one thing led to another and i've ended fixing the initial bug weĀ had whitout knowledge for the horse props. So for be less specific: Fixes/Changes: Horses now are able to handle more movement animations whitout duplicating props wich wasn't possible before. Less variants files for horses and riders. Less actors for horse props, less actors needed for capes. Added xml header for some variant's wich didn't had them before. Improvements: Better visual looking attacking melee animations. Better visual looking attacking ranged javelin animatios. New walking animations for horses. Stored in blender; Charge attacking spear and sword animations, Attack ranged with bow while moving. Ā 3 2 Link to comment Share on other sites More sharing options...
Alexandermb Posted November 26, 2019 Author Share Posted November 26, 2019 @Stan`Ā found a solution for capes with ranged attacks: ranged variants will have to include the attacking animation in the main variant as well as using the secondary variantĀ in order to let the main actor decide above the cape wich attacking ranged choose from, being it archer hip or back or javelinist. Link to comment Share on other sites More sharing options...
Alexandermb Posted November 26, 2019 Author Share Posted November 26, 2019 @AngenĀ may want to hold the fixes to rider capes since i've replaced all of them with the same way of infantry but with new variants. Link to comment Share on other sites More sharing options...
Stan` Posted November 26, 2019 Share Posted November 26, 2019 1 hour ago, Alexandermb said: @AngenĀ may want to hold the fixes to rider capes since i've replaced all of them with the same way of infantry but with new variants. It's already committed... Link to comment Share on other sites More sharing options...
Alexandermb Posted November 27, 2019 Author Share Posted November 27, 2019 30 minutes ago, Stan` said: It's already committed... Doesn't matter, i'll take it into account. Link to comment Share on other sites More sharing options...
Alexandermb Posted November 27, 2019 Author Share Posted November 27, 2019 Objective achieved! New Cavalry death animation done!Ā 1 Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 27, 2019 Share Posted November 27, 2019 In Aoe 1 the scout (cavalry) has epic die. Ā Link to comment Share on other sites More sharing options...
Alexandermb Posted November 27, 2019 Author Share Posted November 27, 2019 1 hour ago, Lion.Kanzen said: In Aoe 1 the scout (cavalry) has epic die. Ā haven't seen it however AoE always had good death animations Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 27, 2019 Share Posted November 27, 2019 (edited) Spoiler This is real. Ā Edited November 27, 2019 by Lion.Kanzen Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 27, 2019 Share Posted November 27, 2019 You can make this. Kushite archery fire almost irreal in normal speed. This must be the most faster speed. Link to comment Share on other sites More sharing options...
Stan` Posted November 27, 2019 Share Posted November 27, 2019 6 hours ago, Alexandermb said: Objective achieved! New Cavalry death animation done!Ā Did you try @Enrique's technique ? Link to comment Share on other sites More sharing options...
GunChleoc Posted November 27, 2019 Share Posted November 27, 2019 (edited) Drive-by comment by anal-retentive proofreader: quadraped -> quadruped. Animations look great to this layperson Edited November 27, 2019 by GunChleoc 1 Link to comment Share on other sites More sharing options...
Alexandermb Posted November 27, 2019 Author Share Posted November 27, 2019 7 hours ago, Stan` said: Did you try @Enrique's technique ? Nope, that would have took me moooore time to only set up the collision. Ā 1 hour ago, GunChleoc said: Drive-by comment by anal-retentive proofreader: quadraped -> quadruped. Animations look great to this layperson Probably a task for another time, at this point modders and our recent changes have to make too much changes either by naming duplication and redundancy or for fixing hide bugs. Link to comment Share on other sites More sharing options...
Alexandermb Posted November 27, 2019 Author Share Posted November 27, 2019 10 hours ago, Lion.Kanzen said: You can make this. Kushite archery fire almost irreal in normal speed. This must be the most faster speed. Looks good but too relaxed. Attack speed should be the same on every infantry based on their kind. A longbow man will of course be slower but that means "Slower" in terms of human speed, no Faster in such way that becomes inhuman. Tweaking cavalry to find a good attack speed found that for cavalry best is repeat time 1150 for both spearman and swordsman, No need to be different. Only the attack should be different. Is like, ITS COMING, HOLD ON IN THERE, THE ATTACK IS COMING........ 2 Hours later.... "Stab" 30 damage compared to the 10 damage per second done by the cavalry swordsman. Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 27, 2019 Share Posted November 27, 2019 Ā Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 27, 2019 Share Posted November 27, 2019 (edited) The problem with fire reload so much quick is something we were guessing before, the powerful of the fire on long range. Edited November 27, 2019 by Lion.Kanzen 1 Link to comment Share on other sites More sharing options...
Alexandermb Posted November 27, 2019 Author Share Posted November 27, 2019 With the recent fixes made possible to add longer idles on cavalry. Idle count now is 5 both on horse and rider. 2 Link to comment Share on other sites More sharing options...
Alexandermb Posted November 28, 2019 Author Share Posted November 28, 2019 Only tweaking gallop in order to get a smooth movement whitout many jumps. Horse is done. Cavalry done. Smoothening Galloping on riders for make the animation more able to handle movement combat such as firing while galloping/pacing or thrusting. Galloping animation went from Ready only to Relax/Ready state, so if we ever implement Running by double clicking again Running relaxed is for the command while running Ready is for chasing. Aspis cavalry is more supported having more animations. Link to comment Share on other sites More sharing options...
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