Report New animation bugs

Report New animation bugs

Hearken back to the days of yore and enjoy the first major Spring module!

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Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Report New animation bugs

Post by Noruas »

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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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Report New animation bugs

Post by manolo_ »

make vids, coz i moved and dont have internet at home, but at work :)
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Spawn_Retard
Posts: 1248
Joined: 21 Dec 2006, 14:36

Re: Report New animation bugs

Post by Spawn_Retard »

videos would be nice too, my computers i broken.
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FaerieWithBoots
Posts: 149
Joined: 17 Jun 2009, 13:21

Re: Report New animation bugs

Post by FaerieWithBoots »

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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Mav
Posts: 258
Joined: 12 Nov 2009, 20:06

Re: Report New animation bugs

Post by Mav »

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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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Report New animation bugs

Post by Beherith »

Diplomats reload script is borked as well.
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Report New animation bugs

Post by manolo_ »

its borked since noru implemented the new modell of mr.d
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Spawn_Retard
Posts: 1248
Joined: 21 Dec 2006, 14:36

Re: Report New animation bugs

Post by Spawn_Retard »

i quite enjoy watching them barrel role :)
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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Report New animation bugs

Post by Tribulex »

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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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Report New animation bugs

Post by Gota »

Well,than maybe the commander can do barrel rolls as well so its not as easy to dgun units.
raaar
Metal Factions Developer
Posts: 1095
Joined: 20 Feb 2010, 12:17

Re: Report New animation bugs

Post by raaar »

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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Mav
Posts: 258
Joined: 12 Nov 2009, 20:06

Re: Report New animation bugs

Post by Mav »

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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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Report New animation bugs

Post by Tribulex »

just fyi xta isnt real life, contrary to common belief.
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: Report New animation bugs

Post by babbles »

Tribulex wrote:just fyi xta isnt real life, contrary to common belief.
:shock:
raaar
Metal Factions Developer
Posts: 1095
Joined: 20 Feb 2010, 12:17

Re: Report New animation bugs

Post by raaar »

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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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Report New animation bugs

Post by manolo_ »

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
raaar
Metal Factions Developer
Posts: 1095
Joined: 20 Feb 2010, 12:17

Re: Report New animation bugs

Post by raaar »

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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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Report New animation bugs

Post by manolo_ »

some new modells (mr.d and cremus) + new effects, maybe a slower napping of hovertrans
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FaerieWithBoots
Posts: 149
Joined: 17 Jun 2009, 13:21

Re: Report New animation bugs

Post by FaerieWithBoots »

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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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Report New animation bugs

Post by zwzsg »

Yes.
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