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Round of applause


Springheel

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Just wanted to say thanks to our animators: Squill, Noisycricket, Domarius, Arcturus, greebo. The AI are really starting to come alive now, and I know you guys are doing a lot of great work to make it happen. :)

 

Cheers!

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Yup, seconded: thanks to you guys for standing through the skeleton change, it's been tedious but worthwile after all methinks. Our animation department was nearly dead a while ago, it's better now.

 

(and now drop that champagne bottle and let's get the rest of the anims done, ya hear me? :D)

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Yeah, Ish you can probably relate, if you've ever worked with some code that was poorly written, and you've had to come in and add features to it and you can't because wierd bugs are happening and are going to take forever due to fundamental problems that shouldn't have been there in the first place, which are so bad it warrants a complete re-write - it's demoralising, that's what it was like working with the old rig.

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WOOT!

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Moddb

 

Gamers Outreach, a nonprofit that uses videogames to raise money for chairty.

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as an extra gift i've added the sleep animations, although someone (coder?) has to check if the moving origin goes to the correct postion or that i need to change it. Is there some command to see the position of the bounding box ingame?

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as an extra gift i've added the sleep animations, although someone (coder?) has to check if the moving origin goes to the correct postion or that i need to change it. Is there some command to see the position of the bounding box ingame?

 

Very cool!

 

One minor technical problem though: The files and animations are named like "sleepIdleRgt.md5anim" which causes issues under Linux (it is case-sensitive, unlike windows). For instance D3 warns, and it can also cause headaches with sleepidlergt.md5anim vs sleepIdlergt.md5anim.

 

Could you please rename them to sleep_idle_right.md5anim? We can surely spent the few extra letters :)

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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I really like the animations, and you guys have come a long way, so I can wholeheartedly join in the applause. ^_^

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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as an extra gift i've added the sleep animations, although someone (coder?) has to check if the moving origin goes to the correct postion or that i need to change it. Is there some command to see the position of the bounding box ingame?
Very cool, I'll have a look at them later. :)

 

The command for showing collision models is g_showcollisionmodels 1.

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Thanks for the new anims, squill, the anims look really good. :) and I can confirm that the origin stays between the feet now.

I had to do a few code changes to keep the poor guy from sleeping on the ground :laugh:

post-483-1246124881_thumb.jpg

 

It is also possible now to make them lay down in both directions using the "lay_down_left" spawn arg on the path_sleep entity or on the AI itself when "sleeping" is on.

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