WhiteTreePaladin Posted August 17, 2019 Report Share Posted August 17, 2019 28 minutes ago, Stan` said: I feel bad taking all the commits I haven't done anything in two months :/ Maybe @LordGood or @Enrique can do it ? Taking the time to commit things counts as actual work too. 3 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 17, 2019 Report Share Posted August 17, 2019 2 hours ago, WhiteTreePaladin said: Taking the time to commit things counts as actual work too. Yeah, honestly that's the most crucial step. lol Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 17, 2019 Report Share Posted August 17, 2019 1 hour ago, wowgetoffyourcellphone said: Yeah, honestly that's the most crucial step. lol Also the most rewarding one 1 Quote Link to comment Share on other sites More sharing options...
fatherbushido Posted August 17, 2019 Report Share Posted August 17, 2019 @AlexandermbWhen trying to merge the github repo and parsing it into fork AD tools, I noticed a few errors. Do you want I report them directly on the github repo or something else? I don't know if you planed to merge all, so perhaps they are not relevant. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 17, 2019 Author Report Share Posted August 17, 2019 Just now, fatherbushido said: @AlexandermbWhen trying to merge the github repo and parsing it into fork AD tools, I noticed a few errors. Do you want I report them directly on the github repo or something else? I don't know if you planed to merge all, so perhaps they are not relevant. Directly here, i even't forgot this days i had a github repo. Mostly the infantry, siege, formations and riders. other stuff wouldn't be priority Quote Link to comment Share on other sites More sharing options...
fatherbushido Posted August 17, 2019 Report Share Posted August 17, 2019 @Alexandermb: Here it is. If you need something, just ask. Red files are the missing ones, green files are the ones who reference the missing ones. art/variants/biped/formations/syntagma_mid.xml <- art/actors/units/macedonians/infantry_pikeman_a.xml art/actors/units/macedonians/infantry_pikeman_b.xml art/animation/biped/rider/camelry/promotion.dae <- art/variants/biped/rider/camelry/promotion.xml art/animation/biped/rider/camerly/archer_attack_right.dae <- art/variants/biped/rider/camelry/attack_ranged_archer_right.xml art/animation/biped/infantry/siege_operators/gastraphetes_attack.dae <- art/variants/biped/attack_ranged_gastraphetes_fire.xml art/animation/biped/rider/camelry/archer_attack_hip.dae <- art/variants/biped/rider/camelry/attack_ranged_archer_hip.xml art/animation/biped/infantry/spearman/attack_melee_hop_a.dae <- art/variants/biped/attack_melee_hoplite.xml art/animation/biped/rider/camelry/attack_slaughter.dae <- art/variants/biped/rider/camelry/attack_slaughter.xml 2 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 17, 2019 Author Report Share Posted August 17, 2019 1 minute ago, fatherbushido said: @Alexandermb: Here it is. If you need something, just ask. Red files are the missing ones, green files are the ones who reference the missing ones. art/variants/biped/formations/syntagma_mid.xml <- art/actors/units/macedonians/infantry_pikeman_a.xml art/actors/units/macedonians/infantry_pikeman_b.xml art/animation/biped/rider/camelry/promotion.dae <- art/variants/biped/rider/camelry/promotion.xml art/animation/biped/rider/camerly/archer_attack_right.dae <- art/variants/biped/rider/camelry/attack_ranged_archer_right.xml art/animation/biped/infantry/siege_operators/gastraphetes_attack.dae <- art/variants/biped/attack_ranged_gastraphetes_fire.xml art/animation/biped/rider/camelry/archer_attack_hip.dae <- art/variants/biped/rider/camelry/attack_ranged_archer_hip.xml art/animation/biped/infantry/spearman/attack_melee_hop_a.dae <- art/variants/biped/attack_melee_hoplite.xml art/animation/biped/rider/camelry/attack_slaughter.dae <- art/variants/biped/rider/camelry/attack_slaughter.xml Thank you! Needs to be deleted from every infantry, mid went from 1 animation to 4 types with different angles. Haven't touched camelry yet. Neither Missed this one Neither Shouldn't be in spearman since i added a new folder for the hoplites. Neither Quote Link to comment Share on other sites More sharing options...
Nescio Posted August 17, 2019 Report Share Posted August 17, 2019 2 minutes ago, Alexandermb said: Shouldn't be in spearman since i added a new folder for the hoplites. Why treat hoplites different from spearmen? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 17, 2019 Author Report Share Posted August 17, 2019 Just now, Nescio said: Why treat hoplites different from spearmen? Because i end re-exporting them dozens of times because exporting i missclicked many times from idle_relax_hop to just idle_relax. Same like pikeman, Both uses "spear" but keeps the folders cleaning from having prefix or sufix like "hop; pike; halberd" Etc. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 17, 2019 Author Report Share Posted August 17, 2019 Trust me, handling tons of files can get you confused and end doing bad stuff constantly. Thats why i use folders to organize everything. This reduces the probability of exporting a "Javelin" animation where should be a "Swordsman" animation. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 17, 2019 Report Share Posted August 17, 2019 18 minutes ago, Nescio said: Why treat hoplites different from spearmen? Because they use different animations? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 18, 2019 Author Report Share Posted August 18, 2019 PROPOSAL: As we already know A LOT of infantry looks pretty much unnatural and weird with their high movement speed while using a "walk" animation, so i changed as test the walk animation from "jog_relax" to "run_relax" in the javelinist variant and pretty much fixed the issue and looks more natural. Spoiler Should this be applied to fix once for all the Inhuman walk speed animation? To be honest this behave just like the bug of the fauna animals walking ultra fast while moving just 2 steps from the run speed change to multiplier. 5 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 18, 2019 Author Report Share Posted August 18, 2019 We have a lot of animations being unused just because "lets make the actors feels unnatural and use the same animation like others even when the actor walks 3 times faster than the actual animation lenght" Skirmishers and Champions feels like having a Cobra Car from AoE2 all the time. 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 18, 2019 Report Share Posted August 18, 2019 I see a lot of duplicate actors in my future! 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 18, 2019 Report Share Posted August 18, 2019 2 hours ago, wowgetoffyourcellphone said: I see a lot of duplicate actors in my future! Reason I say this is that I, shocker, fixed the unit speeds in DE so that they don't zoom around the map. 1 Quote Link to comment Share on other sites More sharing options...
Enrique Posted August 18, 2019 Report Share Posted August 18, 2019 4 hours ago, Alexandermb said: We have a lot of animations being unused just because "lets make the actors feels unnatural and use the same animation like others even when the actor walks 3 times faster than the actual animation lenght" Skirmishers and Champions feels like having a Cobra Car from AoE2 all the time. The original idea behind the different walk/jog/run was to having the game decide which animation play based on the current unit speed (also thought that in the future with batallions unit may have the need of acceleration/exhausted mechanic and this would help with the different speeds transitions) And the purpose of relax/ready animation variants was in the case that the units could became aware of enemies being close and change their animations to the "ready" variants dinamically, so they would behave more realistically 2 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 18, 2019 Report Share Posted August 18, 2019 2 minutes ago, Enrique said: The original idea behind the different walk/jog/run was to having the game decide which animation play based on the current unit speed (also thought that in the future with batallions unit may have the need of acceleration/exhausted mechanic and this would help with the different speeds transitions) And the purpose of relax/ready animation variants was in the case that the units could became aware of enemies being close and change their animations to the "ready" variants dinamically, so they would behave more realistically Indeed. The animations ready to go for potential future features. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 18, 2019 Author Report Share Posted August 18, 2019 5 hours ago, Enrique said: The original idea behind the different walk/jog/run was to having the game decide which animation play based on the current unit speed (also thought that in the future with batallions unit may have the need of acceleration/exhausted mechanic and this would help with the different speeds transitions) And the purpose of relax/ready animation variants was in the case that the units could became aware of enemies being close and change their animations to the "ready" variants dinamically, so they would behave more realistically Yeah, i proposed that many times. In fact we can already have that ready/relax state for infantry with just changing a few stuff in UnitAi. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 18, 2019 Report Share Posted August 18, 2019 4 minutes ago, Alexandermb said: Yeah, i proposed that many times. In fact we can already have that ready/relax state for infantry with just changing a few stuff in UnitAi. Maybe @Freagarach and @wraitii could review your patch 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 18, 2019 Author Report Share Posted August 18, 2019 2 minutes ago, Stan` said: Maybe @Freagarach and @wraitii could review your patch I need to re-done the patch, + @Angen worked with a new feature wich changed the variant also depending on the stance (passive, aggresive, holdground) while i was working with the SCAR Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 18, 2019 Report Share Posted August 18, 2019 7 minutes ago, Alexandermb said: I need to re-done the patch, + @Angen worked with a new feature wich changed the variant also depending on the stance (passive, aggresive, holdground) while i was working with the SCAR That would be nice to have 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 18, 2019 Author Report Share Posted August 18, 2019 7 hours ago, wowgetoffyourcellphone said: Reason I say this is that I, shocker, fixed the unit speeds in DE so that they don't zoom around the map. Every unit have human-like movement speed? I mean if we compare a faction with Pikeman and Javelinist, having an army of full Jav will carry resources faster and will return faster to the resource than a Hoplite or Pikeman. I belive carry_resource state should reduce movement speed like a 0,85 for all infantry but all the same speed. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 18, 2019 Author Report Share Posted August 18, 2019 2 minutes ago, Stan` said: That would be nice to have Code supports the possibility to make immersive the game, all we need is just imagination. Spoiler 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 18, 2019 Report Share Posted August 18, 2019 1 minute ago, Alexandermb said: Code supports the possibility to make immersive the game, all we need is just imagination. Reveal hidden contents And code 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 18, 2019 Author Report Share Posted August 18, 2019 Just now, Stan` said: And code 2 1 Quote Link to comment Share on other sites More sharing options...
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