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sanctuary

ww4 anims beta

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No female model planned, you can always use a setface on one of the units and pretend it is female.

Quote[/b] ]The light karky jacket has soldiers wrist pop through it.

Can you show screenshot of the bug , as i don't really understand it ?

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I dont understand wots going then, Im using latest pack, in the mod folder are DTA and in that are your anims? Have I missed a anim download somewhere?

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If you are not using ww4 beta 10, you are just not using the WW4 mod animations, in your screenshot it is NOT the ww4 anims, just compare with my screenshot.

your screenshot reminds me of GRAA anims.

If in your shortcut mod=..... you have added more mods than only @ww4test , there is a chance another of those mods have taken priority and so your OFP is ignoring the WW4 anims.

Be sure in your shortcut mod=.....;.....;..... that @ww4test is the LAST one, so it takes priority.

But notice that i will provide no support for running several mods at the same time because there are lots of chance it will create problem and incompatibilities.

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Thanks your solution fixed the problem.  I had Tonalredux running with this mod with the odd crash to desktop happening.  Now I removed Tonal I get no errors.  Thanks Sanc  biggrin_o.gif

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For everyone playing with the WW4 mod :

It is important to understand that when you run 2 mods in the same time, you are multiplying the risk of crash due to incompatibility or additional unstability.

When one of those mods do not feature a main config.bin or config.cpp in a \bin\ subfolder , running with such additional mod on top of a main one should give no problem.

But as soon as a mod is featuring a config.cpp or a config.bin inside of its own \bin\ subfolder, problem will rise if you run it in the same time with another mod that features its own config.

Anyways, if you insist in running a mod along the ww4 one, be sure in your mod=.... shortcut to have @ww4test being the LAST mod of the list.

This way it can take priority.

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Can't get enough of your animations, Sanctuary, each of your releases manages to break my expectations for what can be done with OFP anims. I hope you'll decide to at least pick ArmA 2 when it comes out, your skills would be a great addition to the mod communities and would certainly bring new dimensions to the game.

As for the WW4 anims, the only thing I'm really missing from a gameplay perspective is a lower stance crouch-sidesteping anim when using ironsights. Right now it's using the anims for standing and it forces you to rise above low cover and can cause undesired incidents if there's a friendly shooting above your head.

Of course, I wouldn't say no to little finetunings for forward-left or forward-right animations, they "skate" a bit right now, but they're just minor visual tweaks.

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Hopefully next beta the crouch side stepping i was working on will be in an acceptable enough level to replace the current anims stand side step anims.

For the skating, that's a lot of work to fix, and as i have way more important matter in my hands currently for the incoming beta, it is pushed way down on the list wink_o.gif

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Oh right, how are your extra islands coming along, and are we going to see any new features which would be belong in an ww4 era?

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the islands are going well, implemented and working since a while, that was the easy and quick part.

What is longer to complete are the models reworking and configuring of weapons and ammo, etc... these are progressing well, but it takes lot of time.

But that's what you have when none help you and so you are forced to work on all of this in the same time.

And why the 2012 final release looks less like a joke deadline but more like the real release year biggrin_o.gif

Quote[/b] ]are we going to see any new features which would be belong in an ww4 era?

i will modify every weapons into stick and stone throwers.

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Sanc, you must know that you are only a human, don't take too much work on yourself or you will never finish the project.

As someone said: 'Too much work will kill you' (Or maybe it was too much love?  crazy_o.gif ... whatever)

I think that you should do only What Is The Most Important and improve it to be perfect.

Look at this, you started project and then you said "Im going to make 27 army corpses in wdl and des and 3 big islands and a whole animation pack and weapons."

Dude, it is at least 54 different character skins, at least tons of textures for islands and at least tons, tons, tons (Did I said tons?) and more f*cking tons of work on animations.

Sanc, think about it one more time and make this mod in a way that you'd be proud of. In a way to show in those sad days of OFP (as we know ofp days are numbered) that it can go into our memories in it's best, also to give a year of amazing gameplay for those who are planning to buy Arma2 later cause of technical problems.

Think about it one more time, look at the topic, it's dying.

I am telling you this as a friend.

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Quote[/b] ]Sanc, you must know that you are only a human, don't take too much work...blah...blah...blah...

Sanctuary, do what you have to do.

Quote[/b] ]as we know ofp days are numbered

Who's counting??

--

I don't like this anim pack.

I prefer animations used in JF. By the way, Hawkins stated that he's thinking about updating JF mod. Help him decide.

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I can see this topic full of people yelling OFP is dying. Seriously, sod off!

It annoys me. You complainers haven´t done anything, you are simply dehonesting anything he has done so far, you are just a fast food consumer with no ability but playing an pathetic arbiter - what the hell are you thinking? Allright, if you dont like, go away. You might be surprised, but there are still ppl playing this game and enjoying it very much.

Sanctuary did a great job, what did you do, punks? Why are you here?

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Thanks guys for the support.

Indeed, there are lot of people working on OFP mods (just look at the awesome job Sengir is doing on WH40K, look at WWIIEC that is nearly a revolution, look at Prof Tournesol incredible WWI mod , look at the recent nice Texel island and who know what is going on but not yet advertised etc...) and people that continue to play them.

It is right that OFP community is not as big as it used to be, but OFP is not dead for me or i would not have involved myself into this work or would have not released those ressource packs with more incoming.

If there are people that have moved elsewhere, are not interested in OFP and so are missing those very nice work and the ones incoming, well that's just too bad for them, but i will not stop my OFP work even if very few play with it.

OFP always has a lot of potential.

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Hi,

I just dropped in to tell you that you're wasting your time working on this project.

Obviously you enjoy modding for OFP, or else this topic wouldn't exist, but that's not quite enough evidence to discourage me from shitting in your cornflakes.

I used to swing by other threads and contribute nothing by simply saying "I don't like this". But now, I've progressed to dictating what others should do with their free time.

I have no interest in cycling, but there must be an internet forum somewhere where I can tell people to stop doing so.

Regards

Pisser-on-Parades

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Thanks guys for the support.

Indeed, there are lot of people working on OFP mods (just look at the awesome job Sengir is doing on WH40K, look at WWIIEC that is nearly a revolution, look at Prof Tournesol incredible WWI mod , look at the recent nice Texel island and who know what is going on but not yet advertised etc...) and people that continue to play them.

It is right that OFP community is not as big as it used to be, but OFP is not dead for me or i would not have involved myself into this work or would have not released those ressource packs with more incoming.

If there are people that have moved elsewhere, are not interested in OFP and so are missing those very nice work and the ones incoming, well that's just too bad for them, but i will not stop my OFP work even if very few play with it.

OFP always has a lot of potential.

I fully agree

I bought OFP since its release, and I have ArmA too. I continue to play both taking great pleasure because there are also Addons-Makers who contribute to the evolution of these games. And when ArmA II will be released, it will be the third of my favorite games. smile_o.gif

About Addons-Makers, I'd like to add a guy (one of many) to the list should not be forgotten, this is petrtlach who works on his project for OFP and ArmA  at the same time. So, thank you to all these guys for their hard work. notworthy.gif

Congratulations, I love your work Sanctuary. inlove.gif

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@Faguss

I don't feel like commenting your post, kid.

Well, as now we live in democratic countries (At least most of us. Yeah Russians, I say that you're not.) everyone has a right to do what he want. What I was expecting from this project was something new, but well... You can do what you want and so do I.

One more thing, retards, I am not going to comment posts like Faguss one, so don't waste your time.

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I have ArmA too, but OFP has its je-ne-sais-quo which keeps me playing it and Sanctuary's mods make me enjoy it even more.

Back on topic, I have another gameplay related suggestion: the climbing over fences animations seem to clip into buildings/objects when "landing" from the climb. From my testing it seems the animation still plays properly when you land on ground lower than the one you started on (probably OFP physics helping on this?), so perhaps you could modify the last part of the climbing animation to happen "in the air" at the highest climb level, so that landing would be done properly?

Not sure if I managed to explain it clearly. See the attached image, jumping/climbing from the stairs next to the building towards the yard or outside on the ground works perfectly, while climbing over the fence inside the yard gets this result:

dxdshot1233405086zg7.th.jpg

large image

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Wow, I've just advanced from infant to a kid. Thx.

Quote[/b] ]Hi. I just dropped in...

That's the spirit.

--

...continuation about anims:

Speed reference:

Original         WW4Test/WGL   VTE    JF/Unsung  Ninja

25.8 --> 18    20.9 --> 17.6     16.9   25.8          25.8

17.7              15.1                  14.1   17.7          18.5

As you see, ww4 is slower than original and I'd rather have a dynamic gameplay.

Of course anims in JF aren't perfect (no fatigue, crouchwalk little faster than just run) so still BI animations are the best.

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No need to waste your time in making speed comparison, the ww4 anim speeds are like they are because i prefer them like this, i am not interesting in change them back to BIS values.

Quote[/b] ]

Back on topic, I have another gameplay related suggestion: the climbing over fences animations seem to clip into buildings/objects when "landing" from the climb. From my testing it seems the animation still plays properly when you land on ground lower than the one you started on (probably OFP physics helping on this?), so perhaps you could modify the last part of the climbing animation to happen "in the air" at the highest climb level, so that landing would be done properly?

It is not related to the animation. Try to climb on a M113 you will see despite it is higher ground, you don't fall inside of the model.

The soldiers are landing through some objects because some of those objects are not correct in their geometry lods or have too thin part in the geometry that no collision detection code bother with them

in Brsseb tutorial, he explains it there .

Quote[/b] ]The problem is that when geo structures get thinner than .25 meters, people might fall right through it if they are running fast enough (you might have noticed this in ofp, especially on some fences or buldings with thin walls)

In OFP this happens even without using the climb animations, try to go on some Nogova towns that are near the sea, just running to one of the docks will have you half the time going through the floor instead of on top.

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Sounds pretty plausible, however why did this happen also when I tried climbing on some solid (no interior) buildings in CAT_Afghanistan? Those buildings are also climbable using stairs and I've never managed to clip through them before. This seems to happen all the time if you try to climb something at animation's height, however climbing on M113 does work, as you said (but that's a bit smaller than the animation's max height).

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That's OFP for you :

soldiers falling through models, soldiers going through models, soldiers blocked by some models (try some Everon default building corners...), nothing really new unfortunately.

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Isnt it called collision dectection with objects. Always been a problem. I once spent many long hours trying to get a chopper to land on a roof. Wont happen. Hehe.

Still think these units are fab, far from a waste of time. Pleased and proud to have them in my addons folder.

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Some news about beta 11 :

There will be 9 new army corps along the ones already present in beta 10, basically 3 additional corps for each side :

-West "Shadow Ops" (specialised in "black operations", like assassinations, etc that no government will ever admit to do)

-West Marines

-West Special Forces

-East "Shadow Ops"

-East Marines

-East Special Forces

-Resistance Guerilla

-Resistance Mercs groups

-Resistance Everon alliance (modern evolution of the Everon/Malden/Kolgujev Resistance that became an army after the 3 islands were freed from Guba)

All of them as usual in their own woodland and desert camos

And more weapons and variations of them to fit the new incoming army corps.

The current models and texture used for the East Anti Terror corp will be used instead by the East Special Forces corp, they fits better there.

This East Anti Terror corp will use new models and camo (but will conserve their current weapon selection). No change of class name, so no mission compatibility problem.

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