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PostPosted: 02 Feb 2010, 07:19 
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Joined: 24 Feb 2005, 02:58
Location: In Alaska Bridge to nowhere land.
It seems that spring now reads .cob differently which dictates on how units behave. As far as I know there are 2 really bad errors.

All hovercrafts now do barrel rolls... causing self suicide of rocket hovers and no aiming of others.

The walking ships back legs do "loopie loop" like animation which is amusing to watch but terrible wrong...

Any other graphical glitches should be reported >_>


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PostPosted: 02 Feb 2010, 14:53 
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Joined: 30 Jun 2008, 23:08
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make vids, coz i moved and dont have internet at home, but at work :)


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PostPosted: 03 Feb 2010, 11:55 
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Joined: 21 Dec 2006, 14:36
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videos would be nice too, my computers i broken.


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PostPosted: 05 Feb 2010, 11:28 
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Joined: 17 Jun 2009, 12:21
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?


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PostPosted: 05 Feb 2010, 13:51 
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Noruas wrote:
All hovercrafts now do barrel rolls... causing self suicide of rocket hovers and no aiming of others.

Image
Wanted for questioning...


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PostPosted: 09 Feb 2010, 15:06 
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Joined: 26 Oct 2007, 15:21
Diplomats reload script is borked as well.


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PostPosted: 10 Feb 2010, 09:01 
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Joined: 30 Jun 2008, 23:08
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its borked since noru implemented the new modell of mr.d


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PostPosted: 10 Feb 2010, 10:41 
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i quite enjoy watching them barrel role :)


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PostPosted: 12 Feb 2010, 20:27 
A.N.T.S. Developer
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Joined: 26 Sep 2009, 20:26
Location: Ukraine
yeah hovers rock now. takes much better micro and skill since if you fire rockets while upside down it hurts them :(

but thats good makes it harder for noobs, and it an awesome effect.


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PostPosted: 12 Feb 2010, 23:52 
Supreme Annihilation Maintainer
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Joined: 11 Jan 2008, 16:55
Well,than maybe the commander can do barrel rolls as well so its not as easy to dgun units.


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PostPosted: 13 Mar 2010, 00:26 

Joined: 20 Feb 2010, 12:17
I think there are problems with kbot walk animations. Many of them move their legs in a way not consistent with their speed.

---------------------------- CORE ----------------------------

---- just a bit slower than they should
tier1: com, storm, thud, ck, crasher, freaker
tier2: pyro, gimp
tier3: krogoth

---- somewhat slower
tier2: dominator, spectre, necro

---- 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?


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PostPosted: 14 Mar 2010, 06:55 
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Joined: 12 Nov 2009, 20:06
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raaar wrote:
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.


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PostPosted: 14 Mar 2010, 07:45 
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just fyi xta isnt real life, contrary to common belief.


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PostPosted: 14 Mar 2010, 12:28 

Joined: 22 Jul 2008, 01:30
Location: Yorkshire, UK
Tribulex wrote:
just fyi xta isnt real life, contrary to common belief.


:shock:


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PostPosted: 20 Mar 2010, 18:29 

Joined: 20 Feb 2010, 12:17
Mav wrote:
raaar wrote:
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 :/


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PostPosted: 20 Mar 2010, 20:54 
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Joined: 30 Jun 2008, 23:08
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raaar wrote:
Mav wrote:
raaar wrote:
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


edit: compare E/M costs


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PostPosted: 28 Mar 2010, 17:12 

Joined: 20 Feb 2010, 12:17
raaar wrote:
I think there are problems with kbot walk animations. Many of them move their legs in a way not consistent with their speed.

---------------------------- CORE ----------------------------

---- just a bit slower than they should
tier1: com, storm, thud, ck, crasher, freaker
tier2: pyro, gimp
tier3: krogoth

---- somewhat slower
tier2: dominator, spectre, necro

---- 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.


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PostPosted: 28 Mar 2010, 17:34 
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Joined: 30 Jun 2008, 23:08
Location: Germany
some new modells (mr.d and cremus) + new effects, maybe a slower napping of hovertrans


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PostPosted: 29 Mar 2010, 10:04 
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Joined: 17 Jun 2009, 12:21
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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PostPosted: 29 Mar 2010, 10:22 
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08
Yes.


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