Macser 776 Posted July 30, 2016 Looking great so far HG. :) How much lateral movement does the setup actually allow? Do quick movements cause the "tank" section to disconnect in game? Share this post Link to post Share on other sites
HorribleGoat 1473 Posted July 31, 2016 The adjusted torso can now turn 360 and controlling the walker is just like controlling a man with all the man class moves, strafe included. Man class turning rate is little problematic though as with mouse you can turn man class units with mouse in so fast speeds the crewviews in the torso can lag behind. We hope to eliminate this behavior with custom keyboard only control scheme for the legs. Mouse could be used to use buttons and screen in the cockpit, but turning and walking would be done with keyboard. (Or if we can limit mouse turn speed like we can keyboard turn speed it will be more simple)I'm thinking of making 2 strafe modes´: One where the walker takes sideway steps and one where it walks sideways. The steps are more for position adjustment and the sideways walk for combat maneuvers.So far the torso model has not lagged behind at all in our tests. It is however possible that such will happen on heavily stressed server. However it will never detach itself from the legs even if some lag happens, no matter the movement speed. Share this post Link to post Share on other sites
Macser 776 Posted July 31, 2016 Right. Sounds good. Shifting the weight slightly from side to side might help sell the illusion of mass when it's powering up. If it's possible. Nothing drastic. That and a little dip right after each foot contact. That's where the graph editor comes in very handy. :) 1 Share this post Link to post Share on other sites
Valken 622 Posted August 1, 2016 Sideways strafe in a huge mech "weighted" would look awesome actually. Adds to the big and huge feeling. If you made a simple rotation, it would be too much like Robocop (The Original Version - not that bad remake even though the new ED 209 rocked). It can look outdate for a future weapon in 2035+. Checkout this movie for some really good designs on the future marine weapons and hardware: B grade move but really good Military Hardware designs. Almost like Terminator Future War. The SAR and Drone robots could be inspiration for adversarial types. 1 Share this post Link to post Share on other sites
HorribleGoat 1473 Posted August 1, 2016 Sideways strafe in a huge mech "weighted" would look awesome actually. Adds to the big and huge feeling. If you made a simple rotation, it would be too much like Robocop (The Original Version - not that bad remake even though the new ED 209 rocked). It can look outdate for a future weapon in 2035+. Checkout this movie for some really good designs on the future marine weapons and hardware: *snip* B grade move but really good Military Hardware designs. Almost like Terminator Future War. The SAR and Drone robots could be inspiration for adversarial types. I actually saw this movie just recently and have to concur, the robots were very cool and there is a change some smaller independent units will have similar features. Arma engine however is "slightly" burdnening to do complex characters with so we need to be careful with that so we don't end up melting down.. Robots, cyborgs, biomechs are all with all kinds of more or less common weapons but we need to get the first ones working properly before making more. 1 Share this post Link to post Share on other sites
HorribleGoat 1473 Posted August 1, 2016 The V5 update of the WK-209 combat walker is hopefully now the last one needed. :D Going to work on bringing the updated model in game and applying some of the new features the updated mesh now allows. 4 Share this post Link to post Share on other sites
HorribleGoat 1473 Posted August 3, 2016 Something else than boring old robots.. :D Got inspired to make the AR-42 reload animation (now that the particular rifle design is locked down) It could use little tweaking here and there, maybe slightly faster speed. Gotta see it with fresh eyes in the morning.. But all in all the hand animation and weapon part movement is quite well in sync! 5 Share this post Link to post Share on other sites
HorribleGoat 1473 Posted August 7, 2016 Started some preliminary texturing on the WK-209 V5 tandem cockpit.There's going to be a lot more controls and screens there too, but the current basic form is enough for demo use and feature development.Progress continues. 5 Share this post Link to post Share on other sites
HorribleGoat 1473 Posted August 7, 2016 Combined the updated and re-UV-mapped mesh and made sure all parts move as intended. Seeing it all work I got inspired to try out a simplified "get in" animation sequence, to see if there is actually enough room to move and the ladder steps are ok etc etc.. Now the sequence while not perfect became pretty cool and I wanted to share it with you! Though it is not certain that animation like this will work in Arma we will try nevertheless! 6 Share this post Link to post Share on other sites
rioD 77 Posted August 9, 2016 I love this mod. Keep up the great work! 2 Share this post Link to post Share on other sites
haleks 8212 Posted August 10, 2016 Waiting (im)patiently for the next update of this wonderfull mod... ;) I have a shit-ton of projects for Lost Dragons! 3 Share this post Link to post Share on other sites
Derek Thompson 176 Posted August 10, 2016 o.Ooooo NOW im excited! THis i cant wait for :P 1 Share this post Link to post Share on other sites
HorribleGoat 1473 Posted August 17, 2016 I've been building the map concept in 3D and it helps greatly to shape up the vision I've been seeing in my mind. The 20x20 kilometer map is so vast and also so small for some features will be sizeable too and sometimes it feels that I can barely fit in all I want there to be. I keep constantly envisioning pushing the map boundaries further and making it larger to properly show the massive scale of things, but maybe one day when this is finished I can try it.ince the "meager" 20x20 is really more than enough work to fill... 2 Share this post Link to post Share on other sites
Derek Thompson 176 Posted August 17, 2016 o.O cant wait for this mod! Great work! 1 Share this post Link to post Share on other sites
Macser 776 Posted August 17, 2016 I don't think there's anything wrong with smaller maps as long as there's something to do. Like the silent cartographer map in the original Halo. Very small. But with objectives to complete it's not really something that preoccupies. The same could be said for the original Ghost recon. Much smaller maps than the arma series is used to. But good missions with clear objectives take the attention away from it. Vast landscapes are great for a bit of exploring. But without something to actually do, the novelty can wear off fairly quickly. :) 1 Share this post Link to post Share on other sites
HorribleGoat 1473 Posted August 17, 2016 I don't think there's anything wrong with smaller maps as long as there's something to do. Like the silent cartographer map in the original Halo. Very small. But with objectives to complete it's not really something that preoccupies. The same could be said for the original Ghost recon. Much smaller maps than the arma series is used to. But good missions with clear objectives take the attention away from it. Vast landscapes are great for a bit of exploring. But without something to actually do, the novelty can wear off fairly quickly. :) That is very true! Though the bigger size would be more for me than anyone else. :D Since there's so much stuff I would want to make an put there. I tend to get "little" megalomaniac with the map sometimes.. And with the terrain features... I wonder if the map is playable at all when its finshed... Share this post Link to post Share on other sites
Derek Thompson 176 Posted August 17, 2016 Waiting (im)patiently for the next update of this wonderfull mod... ;) I have a shit-ton of projects for Lost Dragons! Im curious, is this a big ass mothafucking ship, or is it just a huge ass wall designet to look like the back of the ship to fool idiots like me? Share this post Link to post Share on other sites
HorribleGoat 1473 Posted August 17, 2016 Im curious, is this a big ass mothafucking ship, or is it just a huge ass wall designet to look like the back of the ship to fool idiots like me? It is the Dragon class warship that is the main goal of the gamemode "Treasure Hunt". It is more an interactive building than a ship though as it is so vast in size. It is doubtful Arma would be able to manage vehicle of that size. The one in that picture is the old alpha version we released a while ago. It was about 1000 meters long back then and the new V2 version is little longer 2 Share this post Link to post Share on other sites
haleks 8212 Posted August 18, 2016 Friendly advice when placing Dragons in your missions : make sure that the objects view distance is greater than the terrain view distance. It will avoid some nasty clipping issues (the engine doesn't seem to account for the size of objects). 1 Share this post Link to post Share on other sites
HorribleGoat 1473 Posted August 18, 2016 Friendly advice when placing Dragons in your missions : make sure that the objects view distance is greater than the terrain view distance. It will avoid some nasty clipping issues (the engine doesn't seem to account for the size of objects). Yeah it does not. The Dragon we released was just for show. :9 The real one we've planned on building from pieces so it does not clip out of sight so easily and for other usability factors. 1 Share this post Link to post Share on other sites
haleks 8212 Posted August 18, 2016 Yeah it does not. The Dragon we released was just for show. :9 The real one we've planned on building from pieces so it does not clip out of sight so easily and for other usability factors. Hell yeah, I can't wait to take a walk right under these beasts! 1 Share this post Link to post Share on other sites
HorribleGoat 1473 Posted August 18, 2016 Hell yeah, I can't wait to take a walk right under these beasts! How about inside? ;D 3 Share this post Link to post Share on other sites
HorribleGoat 1473 Posted August 18, 2016 Another shot of the city concept model from different angle! 4 Share this post Link to post Share on other sites
Derek Thompson 176 Posted August 18, 2016 How about inside? ;D INSIDE?!!? STOP THIS! IM GETTING TOO EXCITED NOW!!!!! And i tought the one ingame now was massive.... Please, this is not good for me. 1 Share this post Link to post Share on other sites
HorribleGoat 1473 Posted August 18, 2016 INSIDE?!!? STOP THIS! IM GETTING TOO EXCITED NOW!!!!! And i tought the one ingame now was massive.... Please, this is not good for me. Can't stop! It already has a life of its own! Even fire does not stop it!! :D And yes inside. How else could you capture it if you don't go in it? 2 Share this post Link to post Share on other sites