cRPG

cRPG => Suggestions Corner => Topic started by: El_Infante on September 06, 2011, 07:10:19 pm

Title: Combat enhancement animations mod (taleworlds)
Post by: El_Infante on September 06, 2011, 07:10:19 pm
I don't know if this was posted before, but here it is. There are awesome new attack animations for warband. Enjoy ;-)

http://forums.taleworlds.com/index.php/topic,134185.0.html

Some examples (more inside):

Polearms:
http://www.youtube.com/watch?v=KevL4BH7XlE

One-Handed:
http://www.youtube.com/watch?v=_u7jG8Q-cgI
http://www.youtube.com/watch?v=psZaxzdAxvs
http://www.youtube.com/watch?v=EgssTkg-GfY


Two-Handed:

http://www.youtube.com/watch?v=k3Z5FsDKoxQ

Title: Re: Combat enhancement animations mod (taleworlds)
Post by: Wiltzu on September 06, 2011, 07:19:05 pm
-1 from me, i just don't like them =( sry man
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: Kafein on September 06, 2011, 07:25:42 pm
I hate every single one of these animations :(

They are unclear and jap-anime looking  :mad:
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: El_Infante on September 06, 2011, 07:26:37 pm
-1 from me, i just don't like them =( sry man

Don't like polearm animations? ;-) Crappy native polearm animations ftw. Btw, that is only a example of how anims can be improved. Some of them are silly, but other look pretty well IMO.
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: Digglez on September 06, 2011, 07:28:50 pm
god whats with the awful resolution on those videos.  LOL at the 2h one.  good videos though

These animations are magnitudes more realistic.  I'd love to see'em in cRPG
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: El_Infante on September 06, 2011, 07:35:16 pm
god whats with the awful resolution on those videos.  LOL at the 2h one.  good videos though

These animations are magnitudes more realistic.  I'd love to see'em in cRPG

The 2h animations look like renaissance fighting style. I see them more dynamic and a bit hard to see the direction from the attack is coming.
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: Digglez on September 06, 2011, 07:36:42 pm
I see them more dynamic and a bit hard to see the direction from the attack is coming.

yes, but the side their arms are on gives them away :)
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: Patoson on September 06, 2011, 09:08:22 pm
Well, the current archer animation comes from that pack of animations you are referring to, so I guess they do know about them. If they only added the archer's, is because the rest suck. Well, they also changed the hafted blade's animation while mounted on a horse, which, in my opinion, looks kind of paraplegic.
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: El_Infante on September 06, 2011, 09:22:54 pm
Yes. The animation of  the hafted blade while mounted is kinda retarded   :lol:
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: Serth on September 06, 2011, 09:51:13 pm
 If this ever got implemented i would laugh and play something else
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: Ujin on September 06, 2011, 10:10:52 pm
the 2h animations look ok. It's not like the vanilla animations don't look stupid.
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: Diomedes on September 06, 2011, 10:16:04 pm
I'd like these to be implemented for some weapons - but not all.  The 1h stab looks kinda funky, but would make some sense with a long 1h stabbing sword (eslavona?).  I particularily liked the 1h block against enemy thrusts since it looks more like a deflection than the weird negation of an attack which we have now.  The polearm animations would be sort of odd with a heavy poleaxe but would look great with the hafted blades and red tassel spear. 
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: ToxicKilla on September 06, 2011, 10:26:58 pm
They look really hard to block, they all have a held back position which looks the same for all directions. The current animations need improving, but I really do not like these. :S
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: Casimir on September 06, 2011, 10:37:58 pm
If you've seen someone use a hafted blade on horseback recently you'll know why i say -1 to these, the animations are just too odd.
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: Diomedes on September 06, 2011, 10:44:19 pm
If you've seen someone use a hafted blade on horseback recently you'll know why i say -1 to these, the animations are just too odd.

Could they be adjusted for use on horses?
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: RandomDude on September 06, 2011, 11:08:39 pm
i like the 2h flourishes but working out how to block/chamber would be a nightmare all over again
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: Patoson on September 07, 2011, 12:50:13 am
Could they be adjusted for use on horses?

I think you've misunderstood. The current LHB animation on horseback is from this "new" pack of animations (which is very weird and ugly IMO).
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: Diomedes on September 07, 2011, 01:05:46 am
I think you've misunderstood. The current LHB animation on horseback is from this "new" pack of animations (which is very weird and ugly IMO).

I think there's been a general misunderstanding.  My question was about whether or not, if the animations are ugly on horseback, they could be adjusted to be infantry-only. 
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: Darkkarma on September 07, 2011, 01:26:34 am
I messed around with these as they are (or where) compatible with CRPG and used them for a bit. Oddly enough, the reload animation for crossbows would finish before it was actually reloaded. Also, at higher WPF levels, weapons like the 1h swing hit before the animation actually reached it's target. If they could somehow tweak those issues and the horrible looking polearm cav animation, I wouldn't be too upset about it.
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: Gurnisson on September 07, 2011, 01:41:47 am
They're awful. At one point when I was a very good dueler, I played defensively and blocked almost everything, I was introduced to a mod with those animations. I just couldn't handle it, it was terrible. Missed block after missed block... all the time. In addition to being extremely hard to block, they also look very silly.
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: Digglez on September 07, 2011, 02:10:39 am
They're awful. At one point when I was a very good dueler, I played defensively and blocked almost everything, I was introduced to a mod with those animations. I just couldn't handle it, it was terrible. Missed block after missed block... all the time. In addition to being extremely hard to block, they also look very silly.

lol great excuse, you dont want to relearn.  also if you had any martial arts training you'd recognize these are far better animations
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: NuberT on September 07, 2011, 02:19:14 am
I hate youtube cant watch two of the vids due to copyrights and I am too lazy to switch on the proxy..
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: Panoply on September 07, 2011, 02:32:30 am
Eh, the 2h ones look interesting. I'm not really down with these attack animations though.

Many of the block animations, however, look pretty cool. They look more deflect-y and less head-on-stop.
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: Thomek on September 07, 2011, 03:23:25 am
I was just thinking about this when i saw this post.

My idea, or rather question is whether it's possible to have these animations for only some weapons?

Say the awlpike have the normal spear animations, but the staff or hafted blade has the new ones?

It would bring some fresh new blood into the melee engine! Of course we would learn to block and feint all over again, but that would be a good thing! 

If they could replace the animations only on part of our arsenal, im for this one!
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: Bobthehero on September 07, 2011, 03:25:35 am
I messed around with these as they are (or where) compatible with CRPG and used them for a bit. Oddly enough, the reload animation for crossbows would finish before it was actually reloaded. Also, at higher WPF levels, weapons like the 1h swing hit before the animation actually reached it's target. If they could somehow tweak those issues and the horrible looking polearm cav animation, I wouldn't be too upset about it.

These wouldnt be issues if cRPG had the pack, you had the custom anim but everyone else saw the normal ones, including the server, so it would register hits as if you were using the old ones.
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: Cepeshi on September 07, 2011, 03:40:17 am
Why to bring anything to improve melee when like most of the population is ranged bundle of stickss  :mrgreen:
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: Tears of Destiny on September 07, 2011, 03:41:59 am
Why to bring anything to improve melee when like most of the population is ranged bundle of stickss  :mrgreen:

Because Fasader's statistics for EU shows that only about 10% of deaths come from range?
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: Cepeshi on September 07, 2011, 03:43:28 am
Because Fasader's statistics for EU shows that only about 10% of deaths come from range?

the statistics only show the kills, not all the dmg the target received, so this argument is invalid

happens more than often that i become porcupine just to get finished off by bump or any source of dmg   :twisted:
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: kinngrimm on September 07, 2011, 03:55:14 am
1 Hand animations:
+1 for the right attack, looks very smooth combined with a left attack afterwards
+1 for the left, right and upper block
-1 for the down block
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: a_bear_irl on September 07, 2011, 06:15:33 am
those animations are awful, i uninstalled floris mod because it had them
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: Patoson on September 07, 2011, 03:35:06 pm
those animations are awful, i uninstalled floris mod because it had them

You can play the full version without those animations, if you read the thread in the Taleworlds forum carefully.
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: Teeth on September 07, 2011, 03:53:53 pm
Animations look a bit more dynamic and natural in the case of some. Others are just ridiculous. All of them are harder to spot.

I really respect the editing work of those videos though, that guy should make warband trailers.
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: v/onMega on September 07, 2011, 06:00:59 pm
What do ppl. thing where the pervious 2h stab animation came from xD
I remember testing them months ago, commenting if the new anim should replace the native one...

These animations are around quite long now... some look cool...
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: Tot. on September 07, 2011, 07:06:00 pm
No.

Title: Re: Combat enhancement animations mod (taleworlds)
Post by: ArchonAlarion on September 09, 2011, 02:30:01 am
I like these animations overall (I've used them on Floris mod). The 2h animations are much better than native, but longish polearms end up looking a bit silly.
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: Jacko on September 09, 2011, 01:16:01 pm
Well, they did try the polearm stab, it was obviously not tested in cRPG. Really, really hard to spot. I think all of these animations would work really well with cRPG, but we would need a test server and a couple of weeks of testing before we could implement it live. Cause simply implementing them right away will just screw things up (WPF contra weapon speeds will need to be reworked).
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: Gurnisson on September 09, 2011, 02:38:10 pm
lol great excuse, you dont want to relearn.  also if you had any martial arts training you'd recognize these are far better animations

I don't care if they look better. looking at them, it seems like there's no force behind them. Especially the polearms iirc. Also, I wouldn't have a problem relearning, but it has to be worth it. Relearning for some animations that looks awful to me, wouldn't be worth it.
Title: Re: Combat enhancement animations mod (taleworlds)
Post by: ArchonAlarion on September 09, 2011, 09:46:39 pm
I don't care if they look better. looking at them, it seems like there's no force behind them. Especially the polearms iirc. Also, I wouldn't have a problem relearning, but it has to be worth it. Relearning for some animations that looks awful to me, wouldn't be worth it.

This is a beta mod btw, just saying. Practically, chadz has to entertain the beta testers enough to keep momentum going, but the possibility of gameplay changes should be assumed.