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Old 04-29-2006, 09:05 AM   #61
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hey wow, finally a reason to actually read these boards.

updates about almost nothing is still everything for the people who actually are very interested in this. a big thanks for the video, here's hoping you keep on posting some media

that video looks very nice indeed.
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Old 04-29-2006, 09:36 AM   #62
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I can't believe I missed this thread. That's it, I'm never leaving my computer again, ever.

Last edited by o_ivaqual; 04-29-2006 at 10:48 AM.
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Old 04-29-2006, 10:16 AM   #63
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whoa - sensai clearly has level 7 sg bitching power: havent seen such a quality response from devs with media from a rant before.

train me sensai!
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Old 04-29-2006, 10:24 AM   #64
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Quote:
Originally Posted by Blueiii
Sweet... The animations are perfect, the RPG is looking great, and the Rocket's speed seems faster! That seems like a good forum gem to me.
rocket speed looks nearly identical to me. i approve highly of the media in this thread. much appreciated!
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Old 04-29-2006, 10:24 AM   #65
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hah! those screenies are teh pwn! and the vid is awesome. thought he's gonna rjump for a second ^^

that's the kind of shit we wanna see. leave the fancy stuff for the hl2.net kn0bz
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Old 04-29-2006, 11:32 AM   #66
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Quote:
Originally Posted by FooleyCooley
This is actually a huge problem with the way this animation is formed. Y'see, it takes time for the rockets to actually slide down there, but the animation 'tick' (ie when the game thinks your rocket count has increased from 2 to 3) doesn't happen until the animation finishes.

In essence, you can load a rocket into it and interrupt it before the animation has finished, so even though you've seen a rocket go in there, because it hasn't slid down and 'finished' the animation you have no reload 'tick'.

I haven't really thought of a solution to this problem yet. Thus far, keeping the 'slide' animation really short so it isn't really noticeable is keeping it 'working', even if it's not quite as smooth as I'd have liked. Hopefully I'll figure it out sometime and improve the anim, but don't be surprised if its still there come our first release.

Welcome to the wonderful world of mod design...
heh, ya i see the problem now, but i think don has a cool solution here. perhaps if you sliced the animations at the point where the hand lets go of the rocket/rpg or whatever, and increment the number of rockets in the clip from that point?
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Old 04-29-2006, 11:42 AM   #67
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Suggestion fails as it would not integrate with the 'startreload' anim (the animation which is played which moves the RPG into the reloading position).

Believe me, I've thought through a few possibilities. The current situation is the best without having to re-write parts of the core code. Which we may do, but it isn't a priority right now.
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Old 04-29-2006, 12:02 PM   #68
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Quote:
Originally Posted by trepid_jesse
Did you get the airshot?
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Old 04-29-2006, 12:07 PM   #69
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looks awesome! reloading seems just a touch slow but im sure its the same
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Old 04-29-2006, 01:18 PM   #70
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looks nice

has anyone else noticed that the rocketlauncher has a different angle compared to the rockets ?
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Old 04-29-2006, 02:18 PM   #71
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Oh yeah, those pictures of the rockets were taken by setting host_timescale .25, which is a really cool fuckin' command.

Go.. go load up some HL2 shit, and fuck around with the timescale, it's good boner shit.
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Old 04-29-2006, 03:11 PM   #72
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Quote:
Originally Posted by ekse
has anyone else noticed that the rocketlauncher has a different angle compared to the rockets ?
I am guessing he was in the air when he shot the rocket.
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Old 04-29-2006, 03:12 PM   #73
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Awesome! This thread has just made my day. Thank-you devs. <3 <3 <3


Cant wait to get to see the bunnyhop in action!

Whoah, that host_timescale stuff is pretty neat.

Last edited by o_darknight; 04-29-2006 at 03:38 PM.
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Old 04-29-2006, 03:55 PM   #74
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awesome pics of the rpg and soldier.

QUESTION: The image in the scope of the rpg appears to be different in many of the pics but I can't see what it is relating to. Wheres the scope get its image?
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Old 04-29-2006, 04:23 PM   #75
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I believe you also get that in CS:S. It's supposed to reflect what's behind you but is limited by the number/position of cubemaps on the map.
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Old 04-29-2006, 04:53 PM   #76
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The lens of the scope is a semi-reflective material that changes according to the current envmap (ie it gets the reflection based on the map you're on and where you're standing/looking).
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Old 04-29-2006, 04:55 PM   #77
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Dev's you have to make the flags glow team colours at some point It's on your to do list isn't it?
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Old 04-29-2006, 05:10 PM   #78
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Brilliant leakage there. Rpg animations look smooth and functional. Wish any problems in relation to reloading are fixed eftsoon. Umm... is that a laser dot wandering about in the avi?
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Old 04-29-2006, 05:12 PM   #79
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MMmmhh I was thinking.... did Schtoofa aprove this?
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Old 04-29-2006, 05:15 PM   #80
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No, so don't tell him. >:)
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