Author Topic: 0.3.0.4  (Read 40170 times)

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Offline chadz

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0.3.0.4
« on: August 10, 2013, 06:11:28 pm »
+58
Urist: - preventing backwards overheads from doing damage now
Urist: - being under water should put out flames now
Urist: - fix for nudge indicator
Urist: - small fix for dodge stuff
Urist: - tydeus' changes to polearm overswing and 1h thrust to match the animations better with the sweetspots
Urist: - anim changes 1h thrust and pole overswing
Urist: - changed polearm thrust and 1h right-to-left to fit sweetspots better
Urist: - animations for polearm thrust and 1h right-to-left
Urist: - probably fixed the ancient pike-on-horseback problem
Urist: - added dagger quick draw hotkey that allows to quickly drop the wielded weapon and ready one of the following items: wooden dagger, peasant knife,  knife, cleaver, dagger, long dagger, khyber knife, rondel dagger.
the hotkey is "n" for now until cmp provides customisable game keys through the WSE2 endloesung
Urist: - fixed an issue with dagger quick draw that bolts/arrows weren't dropped along with the wielded crossbow/bow
Mustikki: Mustikki - Fixed bugged in-game shown map names
Mustikki: Fips - New maps and map updates.
Mustikki - Fixed map names shown in-game.
Urist: - added knockdown escape based on Ozin's dodge script and Tydeus' barrel roll anims; it can be triggered with double-tapping move left(a) or right(d) when one is in the early frames of knockdown anim
- added ingame show damage feature for high level admins (item balancers or above)
Urist: - slightly increased nudge anim speed
Urist: - changed teamhit reporting so that only 0 damage kicks, punches and nudges are reportable but no weapon bounces
Urist: - removed dtv teamnudge exception and did some constant rearrangement
jacko: map update: rhodok_cliffside_castle
jacko: added: scn_outpost_village, scn_overgrown.sco
Urist: - fix for nudge

Offline jtobiasm

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Re: 0.3.0.4
« Reply #1 on: August 10, 2013, 06:12:13 pm »
0
1st and thanks chadz!

Offline Tydeus

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Re: 0.3.0.4
« Reply #2 on: August 10, 2013, 06:14:33 pm »
+9
I'm highly interested in feedback on the animation optimizations. This will likely affect weapon balance, so feel free to explain any differences you guys notice.

Going to post this here so more people can see it.
It looks exactly the same, but if you use the appearance of the animation(how far your arm has extended) as an indicator for when to hit your opponent, you'll likely have to spend a little bit getting used to the change.

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That is the sweetspot for all thrusts in crpg, it's paired with a line for how far the arm has extended to its maximum length(in %) for the native 1h thrust animation(what we currently use). Notice anything funny? The sweet spot and the arm extension don't line up at all, they're entirely separate. Not only that, but the point where your arm is fully extended falls completely outside of the sweetspot. This means a perfectly timed 1h thrust will only result in ~60% of the maximum range the animation can provide. So I simply optimized the animation's progression so that the arm starts extending earlier in the animation, allowing you to utilize its full potential. It should "feel" like it doesn't glance as often at max range. The polearm thrust was somewhat like this, too, just not nearly as out of place.

Edit: I just want to mention that even with native sweetspots, the animation progression still doesn't fit, so this isn't a problem created by cRPG. It was created by TW not giving a shit.
Left side is damage/how far the arm has extended, bottom of the graph is the elapsed time (in %).
« Last Edit: August 10, 2013, 06:55:12 pm by Tydeus »
chadz> i wouldnt mind seeing some penis on my character

Offline Shaman

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Re: 0.3.0.4
« Reply #3 on: August 10, 2013, 06:14:38 pm »
0
Thanks boss

Offline Uther Pendragon

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Re: 0.3.0.4
« Reply #4 on: August 10, 2013, 06:14:49 pm »
+2
Urist: - removed dtv teamnudge exception and did some constant rearrangement
pras
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Offline Novamere

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Re: 0.3.0.4
« Reply #5 on: August 10, 2013, 06:16:28 pm »
+1
Very nice! Keep up the good work

Offline Fips

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Re: 0.3.0.4
« Reply #6 on: August 10, 2013, 06:18:19 pm »
+1
Can't wait to see what tydeus and urist made for the barrel roll animation.

Offline Jarlek

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Re: 0.3.0.4
« Reply #7 on: August 10, 2013, 06:18:54 pm »
+1
Change to 1h/pole stab and swing animations&sweetspots? Interesting.
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Offline FleetFox

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Re: 0.3.0.4
« Reply #8 on: August 10, 2013, 06:19:09 pm »
+2
Mines broken lol, i run cRPG and an error comes up D:

It says: Critical Error

ERROR: Unexpected End of File while reading file: Modules\cRPG\mission_templates.txt

hope this helps
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Offline PoisonedTail

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Re: 0.3.0.4
« Reply #9 on: August 10, 2013, 06:19:19 pm »
+1
No more backward overhead damage :(

Offline Erzengel

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Re: 0.3.0.4
« Reply #10 on: August 10, 2013, 06:19:33 pm »
0
Yep, game crashes directly after the start.

Offline okiN

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Re: 0.3.0.4
« Reply #11 on: August 10, 2013, 06:19:41 pm »
+1
Yep, it crashes at the end of loading the game instead of launching menu.

"Unexpected End of File while reading file: Modules\crpg\mission_templates.txt"
Don't.

Offline Sparvico

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Re: 0.3.0.4
« Reply #12 on: August 10, 2013, 06:20:15 pm »
+3
Quick, patch the patch!
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Offline Aljo

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Re: 0.3.0.4
« Reply #13 on: August 10, 2013, 06:21:21 pm »
0
Can't wait to see what tydeus and urist made for the barrel roll animation.

http://www.youtube.com/watch?v=mv5qzMtLE60

Offline IRunUDie

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Re: 0.3.0.4
« Reply #14 on: August 10, 2013, 06:21:29 pm »
0
hahaha