Beagle 684 Posted March 10, 2011 I do not want to pinpoint any specific animations at this time. It is not only about getting it the same as it was in 157, it is about getting it better, more realistic and also more fun to play."Realistic" and more fun to play seem to exclude each other for a lot of players. So it's always a compromise at the end, isn't it Share this post Link to post Share on other sites
Muahaha 10 Posted March 10, 2011 In my humble opinion, I felt that some of the death animation need speeding up. Especially those that are from the standing stance death animation. Share this post Link to post Share on other sites
SnR 1 Posted March 10, 2011 This thread is winning, thanks Charlie. Share this post Link to post Share on other sites
carlostex 38 Posted March 10, 2011 I have a dream: http://forums.bistudio.com/showpost.php?p=1520270&postcount=11 And how is it going Dwarden: http://forums.bistudio.com/showpost.php?p=1539498&postcount=65 Now i'm off to bed, bummer to be a night time worker. But i'll dream. Good beta BTW. I like the animations speeds more than in RC. Share this post Link to post Share on other sites
-=seany=- 5 Posted March 10, 2011 As we are looking at animations, any chance of getting these looked at? Anyone noticed if they have been addressed? http://dev-heaven.net/issues/16781 :-Several steps forward when going prone from crouched, gun lowered stance http://dev-heaven.net/issues/16782 :-having to raise gun after using map [78515] Fixed: regularCheck no longer done for players not fully ingame to prevent timeouts during the mission loading. - thanks for this if it fixes what I think it fixes. :) Ty for the continued Patches! Share this post Link to post Share on other sites
Defunkt 431 Posted March 10, 2011 Have long thought the best tonic for launchers within the current animation framework (assume anims cannot readily be interpolated directly to any other anim and must play out) is to break it up. 1. Disallow stowage while loaded. 2. Any attempt to stow a loaded launcher will instead cause an 'unload' (after which it can then be stowed as normal with a second move). 3. It is thus always empty when you go to deploy it requiring a 'reload' before use (of course if it's pre-packed type 'reload' stands for 'prepared for firing'). 4. Rather than (for example) one 7 second action you can't break it becomes two 5 second actions making it quicker to change your mind but still requiring you take longer in total over deploying and firing. 5. A dropped launcher is automatically unloaded. Thanks for the chance to provide feedback, installing now. Suggest it might be helpful to have a list of which anims have been adjusted. Share this post Link to post Share on other sites
froggyluv 2136 Posted March 10, 2011 In my humble opinion, I felt that some of the death animation need speeding up. Especially those that are from the standing stance death animation. This. Overall I like the current speeds very much. Share this post Link to post Share on other sites
=wfl= sgt bilko 10 Posted March 10, 2011 As already pointed out, the animations were probably OK from start. It's the inability to interrupt them that kills the immersion. Share this post Link to post Share on other sites
Beagle 684 Posted March 10, 2011 Have long thought the best tonic for launchers within the current animation framework (assume anims cannot readily be interpolated directly to any other anim and must play out) is to break it up.1. Disallow stowage while loaded. 2. Any attempt to stow a loaded launcher will instead cause an 'unload' (after which it can then be stowed as normal with a second move). 3. It is thus always empty when you go to deploy it requiring a 'reload' before use (of course if it's pre-packed type 'reload' stands for 'prepared for firing'). 4. Rather than (for example) one 7 second action you can't break it becomes two 5 second actions making it quicker to change your mind but still requiring you take longer in total over deploying and firing. 5. A dropped launcher is automatically unloaded. Thanks for the chance to provide feedback, installing now. Suggest it might be helpful to have a list of which anims have been adjusted. Very good ideas. I give this a +1 Share this post Link to post Share on other sites
KeyCat 131 Posted March 10, 2011 Thank you BIS! Is the new animation speeds you talk about also effective if installed on 1.57 or must 1.58RC be used? /KC Share this post Link to post Share on other sites
Defunkt 431 Posted March 10, 2011 2. Any attempt to stow a loaded launcher will instead cause an 'unload' (after which it can then be stowed as normal with a second move). On reflection, I think it would work still better if; a) Any attempt to switch weapons while holding a loaded launcher would cause the launcher to be dropped. b) To stow a loaded launcher (without dropping it) press Reload to 'unload' it whereupon it could then be stowed by switching away as usual. Share this post Link to post Share on other sites
Dead_Meat 10 Posted March 10, 2011 Will install this one and test over the weekend guys. Points made so far seem to be positive and keep most folks happy. :) Nice one Share this post Link to post Share on other sites
duckmeister 10 Posted March 10, 2011 This thread is winning, thanks Charlie. Making an unprovoked Charlie Sheen reference is LOSING. Share this post Link to post Share on other sites
Vipera 10 Posted March 10, 2011 The fast launcher anims are a workaround of not being able to interrupt the anims. Is there a problem to interrupt animation in a middle way and play it backward with a double speed to return back to previous stance? Share this post Link to post Share on other sites
khugan 24 Posted March 11, 2011 (edited) Can this beta be uninstalled like the 'normal' betas? I ask because there was the one patch that took a reinstall of the game to get rid of it if you didn't like it. EDIT: Thanks Beagle Edited March 11, 2011 by Khugan Share this post Link to post Share on other sites
Beagle 684 Posted March 11, 2011 Can this beta be uninstalled like the 'normal' betas? I ask because there was the one patch that took a reinstall of the game to get rid of it if you didn't like it.1.58.78888 uses a beta folder. It will not affect your 1.57 version and you can still use the 1.57 shortcut to start game without beta folder. Share this post Link to post Share on other sites
duckmeister 10 Posted March 11, 2011 This is the first beta patch I have ever used. It kinda freaked me out for a second when the installer gave the "if you want to uninstall, you must reinstall the entire game" and I was like, "But this is a beta!". I take it that's just a standard message with every patch installer? Also, Windows 7 threw a fit after it finished, saying "this program might not have installed correctly". I just told it that it did install correctly, but is that normal with these beta patches? Share this post Link to post Share on other sites
Beagle 684 Posted March 11, 2011 This is the first beta patch I have ever used.It kinda freaked me out for a second when the installer gave the "if you want to uninstall, you must reinstall the entire game" and I was like, "But this is a beta!". I take it that's just a standard message with every patch installer? Also, Windows 7 threw a fit after it finished, saying "this program might not have installed correctly". I just told it that it did install correctly, but is that normal with these beta patches? The message is standard and not true, I've seen the "...might not..." message on Win7 only so far... not on XP but I have installed only one beta (78188) under Win7 so far. Share this post Link to post Share on other sites
Alex72 1 Posted March 11, 2011 Also, Windows 7 threw a fit after it finished, saying "this program might not have installed correctly". I just told it that it did install correctly, but is that normal with these beta patches? Very normal on Win 7. Disregard in the case with betas. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted March 11, 2011 Thanks Marek. Installing. :)Edit: is fixed! :D No funking way. This deserves a download, in that case. Share this post Link to post Share on other sites
AnimalMother92 10 Posted March 11, 2011 Nice to see the focus on anims. Personally I think the jogging is too speedy and feels/looks unnatural. Will continue to test.. Share this post Link to post Share on other sites
twisted 128 Posted March 11, 2011 I do not want to pinpoint any specific animations at this time. It is not only about getting it the same as it was in 157, it is about getting it better, more realistic and also more fun to play. imho as close to the limitations experienced by actual solders as possible would be the 1st and most important measure. that's the promise that makes arma2 stand out heads above the rest. in fact, it should be the measure for every aspect integrated in the game Share this post Link to post Share on other sites
Tonci87 163 Posted March 11, 2011 Originally Posted by Defunkt View PostHave long thought the best tonic for launchers within the current animation framework (assume anims cannot readily be interpolated directly to any other anim and must play out) is to break it up. 1. Disallow stowage while loaded. 2. Any attempt to stow a loaded launcher will instead cause an 'unload' (after which it can then be stowed as normal with a second move). 3. It is thus always empty when you go to deploy it requiring a 'reload' before use (of course if it's pre-packed type 'reload' stands for 'prepared for firing'). 4. Rather than (for example) one 7 second action you can't break it becomes two 5 second actions making it quicker to change your mind but still requiring you take longer in total over deploying and firing. 5. A dropped launcher is automatically unloaded. Thanks for the chance to provide feedback, installing now. Suggest it might be helpful to have a list of which anims have been adjusted. So you basically suggest the way ACE handels this? It would be cool to have this as a standard in the game. Share this post Link to post Share on other sites
Dead_Meat 10 Posted March 11, 2011 imho as close to the limitations experienced by actual solders as possible would be the 1st and most important measure. that's the promise that makes arma2 stand out heads above the rest. in fact, it should be the measure for every aspect integrated in the game I disagree bud, I think Marek has hit the nail on the head here. We all prefer this game cos its not the bunny hopping CS/MW style of gameplay here, its is MORE realistic. But as soon as we compromise gameplay for realism, we will lose a lot of the players and clans for this game as it will no longer become fun. A truly realistic game will have an hours worth of mission briefing, going over contact drills, actually getting to the start point then the actual patrol/mission, which may take hours before you even get a contact. Also during the mission you will get sore feet, start moaning etc. All in all, we cant really replicate that in a game, well, not a game I would want to play anyways. :) I dont get a lot of time of time to play games these days, real life interferes hehe, but when I do get to play I dont want the hours of hanging around before I actually see some action, so the changes made so far meet with my approval :) There has to be a compromise of realism over gameplay sadly and we wont be able to keep everyone happy all the time. I will certainly be testing this more over the weekend when I actually have some time to play. Cuddles DM Share this post Link to post Share on other sites