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New Benelli M4 Videos and more Rate Topic: ***** 1 Votes

#16 User is offline   satiable Icon

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Posted 04 November 2009 - 04:25 PM

View Postsatiable, on 03 November 2009 - 08:44 PM, said:

Awesome! Although I thought you would have to crouch to pick up weapons. Plus, it looks like he's throwing the nades like a frisbee.

View PostSiim-kook, on 04 November 2009 - 08:05 AM, said:

Affirmative...!

View PostFrankie V, on 03 November 2009 - 09:24 PM, said:

Kidding aside there is a ton of more work required to get the animation up to snuff


;)

#17 User is offline   Shadowrunner (old) Icon

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Posted 05 November 2009 - 03:52 AM

I'm glad this shotgun will actually make someone bleed, I hope they do the same for the SPAS (hopeful).

"|HSO| Decoy was turned into grated cheese by FrankieV's Benelli." :laugh:

It seems fine, although I still fear the issue of balancing. It might supersede the m4 I always use.

The new death spinning thing is a fail. I seriously hope it's a joke.

This post has been edited by Shadowrunner: 05 November 2009 - 04:08 AM

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#18 User is offline   FS Frankie V Icon

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Posted 05 November 2009 - 04:24 AM

View PostShadowrunner, on 04 November 2009 - 07:52 PM, said:

The new death spinning thing is a fail. I seriously hope it's a joke.


Maybe maybe not. The death sequences will be a lot more dynamic as per the idea that this is a Hollywood based shooter. Extremely rewarding though to see your target go down with the flair of a stunt man rather than dropping to the ground like a sack of potatoes.

As for its specs we have not settle on them yet, and is something I usually defer to someone wiser, but it is a hell of a lot of fun blasting away with a weapon that almost has the same touch of death as the SR8. :D

#19 User is offline   pnk| 20eazykills Icon

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Posted 05 November 2009 - 04:54 AM

At first I agreed with Shadowrunner on the death spinning thing being lame, but I change my opinion now. I think it would be so awesome for Urban Terror to have ragdoll physics so you can see the bodies do weird shit after they've died lol

But since that won't work out so well, (already been gone over before) I appreciate you trying to spice up the death animations a little bit. Yes yes people can say "they're fine" and "don't fix what's not broken" but who knows, they might be kind of funny in game. Like the head whipping thing when you get a headshot w/o the helmet, I really like that death animation for some reason. So gratifying to get a helmetless headshot that way.

I was thinking Frankie V, is there a limitation as to how many Death animations you can have?
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#20 User is offline   FS Frankie V Icon

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Posted 05 November 2009 - 05:13 AM

View Post20eazykills, on 04 November 2009 - 08:54 PM, said:

I was thinking Frankie V, is there a limitation as to how many Death animations you can have?


Well there are six now that are condition triggered but in theory you could have as many as you want and only limited by hard drive space.

#21 User is offline   pnk| 20eazykills Icon

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Posted 05 November 2009 - 05:15 AM

Ah okay understood.
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#22 User is offline   Sirmimer Icon

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Posted 05 November 2009 - 05:51 AM

View PostFrankie V, on 05 November 2009 - 04:13 AM, said:

Well there are six now that are condition triggered but in theory you could have as many as you want and only limited by hard drive space.



Off topic question. The flash nades; have the DEV team decided to take them into 4.2 yet?

#23 User is offline   fda| ObScUrE Icon

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Posted 05 November 2009 - 06:13 AM

yes they are included now but there is no official statement if it will be in the final 4.2 release.

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#24 User is offline   Sirmimer Icon

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Posted 05 November 2009 - 07:37 AM

View PostObScUrE, on 05 November 2009 - 05:13 AM, said:

yes they are included now but there is no official statement if it will be in the final 4.2 release.


No more narrow sniping :(

#25 User is offline   Majorheretic Icon

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Posted 05 November 2009 - 07:52 AM

I wanna be able to come up behind some guy, select my nades and put it down his pants/shirt and watch his run around with a huge bulge in his pants before BOOM. Or charges were you stick it on and have a remote detonation, that way you could give him a life sentence, put it on him, let him get away and when you feel like getting a kill, press the button XD
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#26 User is offline   Gnorkh Icon

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Posted 05 November 2009 - 10:12 AM

View PostFrankie V, on 05 November 2009 - 04:24 AM, said:

Maybe maybe not. The death sequences will be a lot more dynamic as per the idea that this is a Hollywood based shooter. Extremely rewarding though to see your target go down with the flair of a stunt man rather than dropping to the ground like a sack of potatoes.

The idea of making the death animations more hollywood-like makes sense, but this death flip is really too much IMHO. It is a funny comic-style move; I would rather have action movie-like animations when I think of Hollywood! Maybe bodies flying a little bit further and things like that.
Stunts are cool, but I did never see someone doing a backflip against all physics when dying in a hollywood movie, especially not when bleeding to death :-)

#27 User is offline   FS Decoy Icon

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Posted 05 November 2009 - 12:34 PM

Tombs is not as dark as it seems on the video, the ingame settings when recording the video were set to brightness almost 0, the map is actually set in the evening, just as the sun goes under. 8-)

The Benelli is now very powerful, this may be powered down a bit. The range is excellent.

Crouching is the same as in 4.1, just one crouch button.
You don't have to crouch to pick up weapons.

When you are wounded in the legs and you walk away, you drag your wounded leg with you, i.e. limping. :laugh:

The flip die animation is a bit overkill when you knife someone, however not when you boot someone to death or empty a spas in their face, etc. :twisted:

#28 User is online   |it| Genesis Icon

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Posted 05 November 2009 - 03:38 PM

View PostFrankie V, on 05 November 2009 - 04:24 AM, said:

Maybe maybe not. The death sequences will be a lot more dynamic as per the idea that this is a Hollywood based shooter. Extremely rewarding though to see your target go down with the flair of a stunt man rather than dropping to the ground like a sack of potatoes.

As for its specs we have not settle on them yet, and is something I usually defer to someone wiser, but it is a hell of a lot of fun blasting away with a weapon that almost has the same touch of death as the SR8. :D


I like sacks, and I like potatoes, so I don't see what's wrong with having it stay the same.

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Major_Dan' date='05 November 2009 - 07:52 AM' timestamp='1257403933' post='242235']
I wanna be able to come up behind some guy and put it down his pants/shirt and watch his run around with a huge bulge in his pants.


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#29 User is offline   FS Frankie V Icon

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Posted 05 November 2009 - 06:47 PM

View PostGnorkh, on 05 November 2009 - 02:12 AM, said:

The idea of making the death animations more hollywood-like makes sense, but this death flip is really too much IMHO. It is a funny comic-style move; I would rather have action movie-like animations when I think of Hollywood! Maybe bodies flying a little bit further and things like that.
Stunts are cool, but I did never see someone doing a backflip against all physics when dying in a hollywood movie, especially not when bleeding to death :-)


Yup you’re right some of the sequences don’t fit right and that is just a matter of wiring everything in to the proper behavior. As of now right now we are only on the second pass of the new animation where what is needed is to have the sequences in the md3 files so that the programmer has them available so they can be coded into the engine.

Back flips for example does not fit with someone being knifed and that is just a matter of retargeting the sequence. On the other hand it is very satisfying visually when you take someone out with the SR8 or shotty.

What is interesting though is how well the limp is being read even from across the map. The limp is already in 4.1 and occurs when the leg is shot or the player jumps down from a place a bit to high. In my opinion it’s now a much better indication that the player is actually injured requiring medication but on the other hand gives the attacker the necessary visual feedback to make a decision to go in for the kill, which Decoy did do.

The priority of the new animation is to give a much stronger visual indication of what is occurring in the opponent’s first person perspective and transfer that information to the third person model even at times it might seems a bit excessive.

#30 User is offline   CheezeyWeezey (old) Icon

Posted 05 November 2009 - 10:13 PM

Two things:

1. This may be slightly off topic, but since the M4 was featured, I thought of the shotguns...
...Is the SPAS going to see any changes at all? Range, power, etc? I would think that the SPAS, with it's pump action, would be a slower, more powerful weapon, while the M4 could be a faster-shooting, longer-ranged weapon. I am only mentioning this because Frankie said that they still haven't finalized the stats for the guns.

2. On the issue of the death sequences, I agree that new, more dramatic sequences would look great. However, I feel like the backflip might be a little extraneous. I was thinking that maybe different death animations could be connected to different weapons. For example, dying from an auto would yield the current 4.1 death animations, while dying from a sniper or shotgun would cause different animations.

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