Author Topic: Combat enhancement animations mod (taleworlds)  (Read 3327 times)

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Offline Patoson

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Re: Combat enhancement animations mod (taleworlds)
« Reply #30 on: September 07, 2011, 03:35:06 pm »
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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.

Offline Teeth

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Re: Combat enhancement animations mod (taleworlds)
« Reply #31 on: September 07, 2011, 03:53:53 pm »
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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.

Offline v/onMega

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Re: Combat enhancement animations mod (taleworlds)
« Reply #32 on: September 07, 2011, 06:00:59 pm »
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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...

Offline Tot.

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Re: Combat enhancement animations mod (taleworlds)
« Reply #33 on: September 07, 2011, 07:06:00 pm »
-1
No.

Mods compatible with cRPG. New crosshairs, textures, sounds, yay.

Offline ArchonAlarion

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Re: Combat enhancement animations mod (taleworlds)
« Reply #34 on: September 09, 2011, 02:30:01 am »
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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.

Offline Jacko

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Re: Combat enhancement animations mod (taleworlds)
« Reply #35 on: September 09, 2011, 01:16:01 pm »
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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).
Monkeys!

Offline Gurnisson

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Re: Combat enhancement animations mod (taleworlds)
« Reply #36 on: September 09, 2011, 02:38:10 pm »
+1
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.
I voted Gurnisson cause of his fucking bendy pike, I swear noone can roflcopter stab like he can.

Offline ArchonAlarion

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Re: Combat enhancement animations mod (taleworlds)
« Reply #37 on: September 09, 2011, 09:46:39 pm »
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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.