I am not sure if it was coincidence or a bug, but ill report it anyway. I saw a thud moving 'backwards' as in its torso was pointed backwards and it stayed like that until it had found a target to shoot at. Wich was a minute later Maybe it was tracking an aircraft that had flew over. any one else noticed similar behaviour?
---- a lot slower (figure skating?) tier1: tick, roach? (roach's legs are too small) tier2: ack, parasite, the can, sumo, morty
--------------------- other bugs
- krogoth turns torso too much or in the wrong direction when firing arm guns (depends on which direction is facing)
--------------------------- ARM ----------------------------
---- just a bit slower than they should tier1: com, ck, jethro tier2: fark (looks buggy), zeus, maverick, raven
---- somewhat slower tier2: eraser
---- a lot slower (figure skating?) tier1: spidey tier2: invader, marky, ack, warrior, pelican, infiltrator
Another thing, on ota kbots had a big advantage over vehicles in their acceleration and turn rate. Seems that on xta that's not the case. Some of the fast ones start slowly, which looks kinda weird if they have fast leg animations. (Imo the simpler and more effective way to deal with this would be to simply improve those stats rather than complicating the animation script)
I offered to help solve this, but so far have been busy, anyway, do u guys agree with the stuff i mention being a problem?
Another thing, on ota kbots had a big advantage over vehicles in their acceleration and turn rate. Seems that on xta that's not the case. Some of the fast ones start slowly, which looks kinda weird if they have fast leg animations. (Imo the simpler and more effective way to deal with this would be to simply improve those stats rather than complicating the animation script)
This is how XTA plays, and is the primary reason I don't play it.
I like most of XTA. It's a pretty fun mod and has some good quirks.
However, vehicles and kbots are simply too similar for me. Vehicles should have speed boost while kbots should be more maneuverable. This isn't just my take on how a game should play, but rather how these things work in real life.
We expect wheeled vehicles to be faster in a straight line. We expect legged animals to be more maneuverable.
Another thing, on ota kbots had a big advantage over vehicles in their acceleration and turn rate. Seems that on xta that's not the case. Some of the fast ones start slowly, which looks kinda weird if they have fast leg animations. (Imo the simpler and more effective way to deal with this would be to simply improve those stats rather than complicating the animation script)
This is how XTA plays, and is the primary reason I don't play it.
I like most of XTA. It's a pretty fun mod and has some good quirks.
However, vehicles and kbots are simply too similar for me. Vehicles should have speed boost while kbots should be more maneuverable. This isn't just my take on how a game should play, but rather how these things work in real life.
We expect wheeled vehicles to be faster in a straight line. We expect legged animals to be more maneuverable.
Anything else is simply unintuitive.
I also agree on the importance of being intuitive. That implies people are somewhat able to figure out how a unit plays just by looking at it. How big is the model? Does the unit look sturdy and armored? Is its weapon thin or bulky? How long are the barrels?
It's not just the animations, some models are also kinda disconnected of how the units function in-game.
Arm and core mobile artilleries, for example, have similar looking cannons, yet one of them shoots about once each second, and the other shoots a way more powerful shot once every 10 seconds or so. Same with naval artillery. The point being the more powerful shot with higher cooldown should be associated with a bulkier/wider cannon.
About fixing animations, i'd start with the kbot leg movements, just haven't found the time to tamper with it yet :/
Another thing, on ota kbots had a big advantage over vehicles in their acceleration and turn rate. Seems that on xta that's not the case. Some of the fast ones start slowly, which looks kinda weird if they have fast leg animations. (Imo the simpler and more effective way to deal with this would be to simply improve those stats rather than complicating the animation script)
This is how XTA plays, and is the primary reason I don't play it.
I like most of XTA. It's a pretty fun mod and has some good quirks.
However, vehicles and kbots are simply too similar for me. Vehicles should have speed boost while kbots should be more maneuverable. This isn't just my take on how a game should play, but rather how these things work in real life.
We expect wheeled vehicles to be faster in a straight line. We expect legged animals to be more maneuverable.
Anything else is simply unintuitive.
I also agree on the importance of being intuitive. That implies people are somewhat able to figure out how a unit plays just by looking at it. How big is the model? Does the unit look sturdy and armored? Is its weapon thin or bulky? How long are the barrels?
It's not just the animations, some models are also kinda disconnected of how the units function in-game.
Arm and core mobile artilleries, for example, have similar looking cannons, yet one of them shoots about once each second, and the other shoots a way more powerful shot once every 10 seconds or so. Same with naval artillery. The point being the more powerful shot with higher cooldown should be associated with a bulkier/wider cannon.
About fixing animations, i'd start with the kbot leg movements, just haven't found the time to tamper with it yet :/
your right, but xta started from ota, so all modell were taken from ota and please keep on mind, that this is a fan project
---- a lot slower (figure skating?) tier1: tick, roach? (roach's legs are too small) tier2: ack, parasite, the can, sumo, morty
--------------------- other bugs
- krogoth turns torso too much or in the wrong direction when firing arm guns (depends on which direction is facing)
--------------------------- ARM ----------------------------
---- just a bit slower than they should tier1: com, ck, jethro tier2: fark (looks buggy), zeus, maverick, raven
---- somewhat slower tier2: eraser
---- a lot slower (figure skating?) tier1: spidey tier2: invader, marky, ack, warrior, pelican, infiltrator
......
the list of animation problems i made was originally based on seeing unit animations on superspeedmetal, which makes units move twice as fast, so it was off <.<
I redid the testing on other map that doesn't distort movement speeds, and tweaked the animations of lots of arm and core legged units.
I sent the .bos and .cobs to noruas yesterday.
We need a new xta version. But...what other changes will it have? Maybe it's best to make a separate thread for that.
I know nothing about modelling and scripting model movement so maybe this is unrealistic. The question, is it posible to use variables in the movement scripts of a model? so you can animate it accordingly to its speed?
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