gavinthecat
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Everything posted by gavinthecat
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Well yeah Sika i couldnt agree more, go back a few pages (maybe about 10) and you'll find we made our own pistol animations some time ago.
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lol ill do some missions for a campagin etc, ill catch u online spad
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Well its coming along well, the next update will be more stuff for the map (more houses and things but the map won't take too long to do) The horse and cavalry of course require some work. The campain needs to be started, but you guys know that won't take absolute ages either. Overall it could go faster (but im in the middle of exams right now) but after that (a few days - week) We'll be back up to speed with regular updates and juicy bits phwoar
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Napoleonic Wars Mod 1.0 released
gavinthecat replied to ProfTournesol's topic in ADDONS & MODS: COMPLETE
Hmmmm alright, well the situation we can try to improve on Prof T, is that horse cavalry are much more effective i think, because at present the horses tend to get stuck next to each other, or 1 dies in front their path and the others sit about stuck behind it. Its important for fire geos to reflect hits, but not for the collission to be too strict on these units, if by loosening them we could let them pass through each other more carefully. This will be something we want to examine in our own horse, We intend to share this horse with your mod to help out once its animated etc, but we can co-work perhaps when it is animated etc, on the code itself and on any lods that may effect it. Basically we want to ensure cavalry combat performance is improved quite a bit. (ours will kill with 1 blow/strike for example) -
Napoleonic Wars Mod 1.0 released
gavinthecat replied to ProfTournesol's topic in ADDONS & MODS: COMPLETE
Can we work on a way so the horses perhaps dont get stuck to each other so much? limiting their ability to engage ol' troopers? -
Alright Biv, your gonna love this, but forgive me, the special units (the twenty we collected) will not be included in the first release. Now before you guys go nuts let me explain, the first release is actually not that far away now, its pretty close, so we dont want to go delaying that for another twenty units huh. Also the second release won't be even a quarter as long as it took to make the first release, (cos hell we'll have everything in place' and that will focus all around on those cool ships, the extra regiments, and a second island. The french occupation next phase, will not be the second update to the mod, but more of a third phase, after the update
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not bad... for a human
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yup well shinkansens great, but conner let me know what other ww1 guys you would like me to add to them, and ive still to correct i think 1 or 2 wee things in them, but were still happy to help as always. For all you House Divided followers, the somme ww1 mod, is a team we like a lot, and we try to support them, bless their hearts Ah the magic progress list! see told u its going er great! yey!
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Um well for the first release (which won't include all the ships uve seen getting amde thus far, but those will be in the update) id say the following is very approximately true Models are 90% Textures are 80% Coding is 80% Island is 60% Campaign is 0% Sound FX is 50%
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Hey hey lads thanx for ur support, o' course Zalmoxis doesnt have any internet connection, so he can't see this praise, isntead ill just tell him u all hated his work muhahaha Anyway, Zal will be working on lods for the horses saddle now, meanwhile i shall be reworking the horses animations, and recoding it so that we can perhaps improve on the horse combat system a bit from the nap mod etc and such like (We will be sharing with them any progress we can make) Hmm, after that a bit more coding just to finish off all the guns... the odd tidy up of a unit here or there... Then back to the GUI and map, (which won't take ages) and BANG we will be ready to make the short campaign. So in all lads, we are getting to a relatively advanced stage!
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Alright, another update, the saddle etc,
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It might seem like that ESFD but trust me i think its right, and you'll see it more in perspective with saddle and rider, but certainly also bear in mind, the sheer number of horse breeds and their differences. We won't get complete agreement i think, but so long as it looks 'good enuf' with a capitol G haha, if it looks strange with all the stuff ill get zal to alter it again, but as a horserider myself, it looks like a mustang
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Hey lad thanx for the support and definately i love this horse too haha Righto, as regards to texture varieties, just bear in mind, that in theory u can have everything but its all at a cost, to cpu. Truth is tho, any horse texture variant won't be more than 1 unit type, in terms of textures, so perhaps 3 will be good enough. One brown, one creamy white, and the other er... patchy coloured. Yep there will be a gunner view with an optic. (and there will be work done on scripts and anims for this horse) to try and make it uber fancy
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I should post cos i forgot to add, that we did ask picket for his horse from cwmod, and he did say YES which was very kind of him, but by this time zal had modelled a new one anyway. However, as an act of brotherly love lol we will share our finished horse, with cwmod and napoleon mod too.
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Alright lads, now here is a magical and beautiful moment. (okay can i build up the hype anymore.) I want you to stop and consider just how difficult this is... To model and texture (to do both) of a horse! from scratch... Well Zalmoxis has had a go and i think he has done a fabulous job, and the polys are kept well decently low for such a nice looking beastie. I shall erect a picture, soon you will see pics of it with saddles, and anims in ofp.
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Napoleonic Wars Mod 1.0 released
gavinthecat replied to ProfTournesol's topic in ADDONS & MODS: COMPLETE
Right ive downloaded the mod and heres my thoughts First off, there is no denying it is a significant improvement over the first release of the Napoleonic Mod. The addition of lods was and is always vital, i havent had a chance to check em out, but thank god u've added them. I haven't really encountered much success so far using the new 'auto close combat script' from this or cwmod, (as have many) who reverted back to the old bayonet script. (this was never even remotely as laggy an issue as their old lods were for units anyway) But we have devised a script in the event handler (meaning no typing) which by some simple alteration uses a fraction of the cpu's resources. (we can talk on that sometime.) The death animations are a bit funny, how a unit will die and 'appear' in a new corpse position. Anyway prof I know ur doing this mod almost on ur own now, and its not easy, so well done its a significant improvement over the last, but still a wee bit to go yet. -
Haha! Congratulations mate thats coming along brilliantly, let me know when all the lods are done, and i'll get texturing that right away. Congrats again tho its a cool looking model
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Sooo... go and run that past me again Conner? it basically triples the group limit or?
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I too have long but (discretely) considered that possibility also, but not as a main avenue for this mod, I have thought of including a generic so called 'mass battle' unit, and i still intend to do this. There is no details yet about it, but basically its a special unit or set of units, for use in larger scale battles, that graphically look inferior to a normal unit. I think its important not to be diverted too much by this however, for ofp cannot really recreate a strategic game, its ai and such like while advanced for tactical combat, is in no way comparable to even and old tile based strategy game for lol the 486. Which is different actually to the shinkansen plan to make it a vehicle, but then (id just give a mass battle unit more hitpoints if it had a few) To be honest tho, its not our highest priority, but SHALL be included and tested in the first public release (our different version) but really this mod is about el mano mano fighting, than attempting to simulate the epic scale of a tabletop strategy game. I have been making units for their ww1 mod too, specially designed to use performance enhancing features, so they can be used en masse, but not obviously on the scale cited.
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lol ESFD i think you should make them! haha but joking aside, doing walking animations and such like are not easy, i mean hardly anyone has done them except WWIIEC for their mod, and er... 1 or 2 animators, it would take a long time for a skilled animator to do what you propose. Not that its an unreasonable idea, but already we have a marching movement with the weapon on the shoulder (for on safe mode) that was animated by wilco, used by the cwmod. There is a custom aiming anim of the musket by wilco, and new pistol anims by little ol' me, (and injury anims) Be very wary on the sources you read for infantry tactics at this time, for these are hardly relevant for the kinds of encounters that are common in the form depicted by ofp (or can be done so practically.) For example, civil war battles involved thousands of combatants, (you would be lucky to get 640 units in ofp) not to mention just 1 thousand. Hence given that fighting in close order meant that musket volleys stood better chances of hitting targets (and inevitably made them easier targerts hrmph) it would just not be the same style of fighting as fought perhaps by a company. (At least in the same manner) With that in mind, animations akin to guerilla, or small action encounters are far more suited already, than 'formal' or even 'romantic' perceptions of mass combat... as in the style of napoleonic warfare. (which lest past the first year of the civil war was rendered by extinct.)
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oops lol thats a bit too early haha thats the er 1830s or something like that (okay off the top of my head)
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Thats alright Prof tournie hehe, its good to see u get the work done most of all, and anyway im sure ill call in a favour in future!!! Let me know if theres more i can do, i know theres graphics to get sent to you (ive units to send to shinkansen too for his ww1 mod) just having trouble hosting or sending large files for some stupid reason.) I have redcoat and rifle unit for the british that was finished with lods, the rest of the stuff is only half done or just graphics (cos as you know i suffered that HD crash that lost stuff) Anyway ill send it to u as soon as
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Hey EnFuego Well first of all congrats on your career in film and scriptwriting, I too am a filmmaker but based in the UK! So now I'll be pestering you in future about some of the correct decisions you made in that arena! Haha As for the mod, well your right ol' chap there is a wild west element, of course when you say that people get the wrong idea (not everyone) and think our mod is going to end up being cartoony etc. In the first phase release, which we are including a battle campaign with, it focusses on the civil war. (but does include over 30 cowboy units with um 8 p3ds and varying object selections) The second phase will follow the same era, but focus even more on characters of the wild west, including a lot of civilians and towns people, bandits and sheriffs and mercenaries u get the idea, and they will live on an island we're making called 'Bitter Island' which will be a wild west conspiracy story campaign, (also featuring civil war elements) After that lads, there will be the third phase, (which by this time will include the updating of our mod for armed assault) which features a mexico/texas map, and will cover the french occupation of mexico, (of the 1860s) and the mexican revolutionary upheavels of the 1870s+ i.e. pancho villa etc. Our mod is here to stay for the incredible long term duration, we intend to still be here for ofp 2, where i dream of customising the dynamic war engine they have too haha. But one step at a time, as a scriptwriter tho EnFuego (and i like few who can appreciate how busy u must be) would welcome some help coming up with great campaign story ideas. Which once done will feature ingame lip sync voice acting etc.
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Heres a typical scene from combat, these poor buggers just got whacked by cannon, (and their shooting away) the guys will shoot cannons/mortars etc, to destroy them and or there crew... sadly they got hit first. As you can see, theres blood textures, and theirs some injury anims (among the dead) Someone quite rightly asked, whether the medic class (so our injury system works) means the units all keep healing each other - they don't (thankfully) and it all works just like it should. So if it aint a slight flesh wound (1 - 2 points damage) and u aint dead, then u'll tumble in agony for 40 secs (50 most) in 1 of 2 anims.
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I don't mean to sound like a noob asking this, i should know better, but the basefaces.sqs, what does that do exactly? (I know its for an eventhandler but like) what does it do lol (i know it should be obvious) hehe