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Adultery caught on tape! Rate Topic: -----

#61 User is offline   gr1m (old) Icon

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Posted 17 February 2010 - 04:43 PM

View PostObScUrE, on 09 February 2010 - 04:14 AM, said:

how about a new command /cg_b00bsize 999 so everyone would be happy

fap fap fap

#62 User is offline   mitsubishi Icon

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Posted 17 February 2010 - 06:20 PM

teh lol.

#63 User is offline   Oscarson3 (old) Icon

Posted 20 February 2010 - 03:07 PM

I can't wait to play it!
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#64 User is offline   Gagoyu Icon

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Posted 20 February 2010 - 10:10 PM

The walking animations look a little awkward, both forward and backward... the legs are a little too far apart IMO.
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#65 User is offline   (WC) DR. Trix (old) Icon

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Posted 22 February 2010 - 08:32 PM

View PostFrankie V, on 07 February 2010 - 11:12 AM, said:

Yup it’s the Glock. It’s currently in as a weapon replacement for the DE so it’s wired up to its load out, sounds, and specifications.


Your replacing the DE? Why? I mean I like the glock but maybe replace the baretta?

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Posted 22 February 2010 - 08:40 PM

View Post(WC) DR. Trix, on 22 February 2010 - 08:32 PM, said:

Your replacing the DE? Why? I mean I like the glock but maybe replace the baretta?

It's just replacing the DE so it can be tested, weapon code for the glock is not done yet. This means that it's actually the DE but with a different model and texture; it looks like the glock. In 4.2 there will still be the DE, but also the beretta and glock.

#67 User is offline   Txc (old) Icon

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Posted 26 February 2010 - 09:23 AM

View PostHoi, on 17 February 2010 - 12:16 PM, said:

Many people think this will be the new player model for 4.2 THIS IS NOT TRUE! Please READ the entire newspost.

I can read , I didn't say that , I read the entire newspost & watch the video before to comment , not 4.2. not mean that there wont be someday , so my opinion on it must be discusion not just for 4.2. but for every later version of Urban Terror .

When I said ''that stuff'' I meaned the video .

Sex is added to games because sex sells , there is are a lot of trash games with sexual content just to be sellable . Urban Terror is not another casual,cheap,stupid,piece of sh*t game .

In Urban Terror is already 1 (at least I know 1 ) map with ... (I suggest u will understand me without to said by me , what I mean here , this sentence ) .

Now Urban Terror have till now maybe something 10 000 - 20 000 players (personal opinion that model is abuse with Urban Terror) , what is sensual to them ? Where is the border between sensual & sexual & how it will affect Urban Terror in future ?

To create & to destroy is not different , those are just the oposite sides of the 1 & the same thing .

#68 User is offline   FS Frankie V Icon

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Posted 26 February 2010 - 06:45 PM

View PostTxc, on 26 February 2010 - 01:23 AM, said:

Sex is added to games because sex sells , there is are a lot of trash games with sexual content just to be sellable . Urban Terror is not another casual,cheap,stupid,piece of sh*t game .


Yup have to agree with you on that but the intent was not to sell the sexual nature of the model but the historical nature of the character model. Because of Laura’s resemblance to the Tomb Raider it just seemed to be a natural for testing purpose to use her for player model testing in a map called “Tombs” :)

Granted LC is a hottie but it is understood by everyone on the team the design does not fit for a game like UrT when the bullets start to fly.

#69 User is offline   satiable Icon

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Posted 27 February 2010 - 01:21 AM

Love the name of this thread. Good way to get people to click. :laugh:

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Posted 28 February 2010 - 01:06 AM

:laugh:

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Posted 01 March 2010 - 05:19 PM

I think the new animations are beautiful but to be honest, I'm concerned about how they will affect gameplay.

The 4.1 animations make it very clear which way clients are aiming. This is a huge portion of gameplay and interaction with the environment.

The 4.2 animations appear to spend almost all their time with their gun at their hips which makes me fear that the aspect of the game of seeing where others are aiming will disappear almost entirely.

I'm also concerned about the process of transitioning between gun at hip and firing. How will those animations work? When are models aiming?

I'm all for making the game prettier but not if it is at the expense of gameplay.
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#72 User is offline   FS Frankie V Icon

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Posted 02 March 2010 - 01:00 AM

Quote

I think the new animations are beautiful but to be honest, I'm concerned about how they will affect gameplay.

The 4.1 animations make it very clear which way clients are aiming. This is a huge portion of gameplay and interaction with the environment.


The current goals for the new animations is not to eliminate the “readability” of the current animation in 4.1 but to improve and create a much stronger indication and association between the 1st person view and pass that along to the 3rd person model.

A good example of what I would refer to as a distinct advantage relates to the SR8 as someone using this weapon there was no way of being able to tell if someone was actually aiming, using the scope, or was not using it while moving to get a better position.

This made it difficult to use a reverse tactic as most time one was depending more on luck. Eagle for example has almost the perfect sniper advantage if you get two snipers up on the top level of the cable cars and you know you can get the angle if you knew just at the right moment to break cover.

The second objective is to allow a player to make better use of the environment based on much more realistic expiations. If you crouch behind a wall, create, or any type of map object you should be afforded some level of protection based on the expatiations that is a crouch rather than your head sticking up.

On the other hand.

The act of changing anything will always affect the game play and someone will always figure out a way to use a “feature” to their advantage but in the case of the new animation going in I believe it to be just a case of going from vanilla ice cream to strawberry. It’s still the same just a different taste. :D

Quote

I'm also concerned about the process of transitioning between gun at hip and firing. How will those animations work? When are models aiming?


Yup there is a lot of confusion as to the present poses and many assume that this is how they will be in the game. Personally I though it would be fun to show the process but I’m reconsidering showing any future work in progress as it creates to much confusion as compared to the benefits.

But

What is cool about the new set coming out is we found away to frame match md3 formatted files so although we don’t have true blending that is available in md5 we can now match one or two frames moving from one set of animations to another.

However

To get the frame matching right we need to start at a key pose that we know is true to all poses and once they are all blocked in we can then start creating more appropriate key poses for the different weapons and at the same time maintain the necessary frame matching.

In the end the results should be a much stronger link to the 3rd person model that the opponent is not only aiming but also what mode or current weapon selection they are using.

Overall though these are not decisions that I’m making on my own and once the set is completed there will be extensive player testing preformed by representatives of the UrT community to help fine tune the final set.

#73 User is offline   Phoenix Icon

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Posted 09 March 2010 - 12:35 PM

View PostFrankie V, on 02 March 2010 - 10:00 AM, said:

The current goals for the new animations is not to eliminate the “readability” of the current animation in 4.1 but to improve and create a much stronger indication and association between the 1st person view and pass that along to the 3rd person model.

A good example of what I would refer to as a distinct advantage relates to the SR8 as someone using this weapon there was no way of being able to tell if someone was actually aiming, using the scope, or was not using it while moving to get a better position.

This made it difficult to use a reverse tactic as most time one was depending more on luck. Eagle for example has almost the perfect sniper advantage if you get two snipers up on the top level of the cable cars and you know you can get the angle if you knew just at the right moment to break cover.

The second objective is to allow a player to make better use of the environment based on much more realistic expiations. If you crouch behind a wall, create, or any type of map object you should be afforded some level of protection based on the expatiations that is a crouch rather than your head sticking up.

On the other hand.

The act of changing anything will always affect the game play and someone will always figure out a way to use a “feature” to their advantage but in the case of the new animation going in I believe it to be just a case of going from vanilla ice cream to strawberry. It’s still the same just a different taste. :D



Yup there is a lot of confusion as to the present poses and many assume that this is how they will be in the game. Personally I though it would be fun to show the process but I’m reconsidering showing any future work in progress as it creates to much confusion as compared to the benefits.

But

What is cool about the new set coming out is we found away to frame match md3 formatted files so although we don’t have true blending that is available in md5 we can now match one or two frames moving from one set of animations to another.

However

To get the frame matching right we need to start at a key pose that we know is true to all poses and once they are all blocked in we can then start creating more appropriate key poses for the different weapons and at the same time maintain the necessary frame matching.

In the end the results should be a much stronger link to the 3rd person model that the opponent is not only aiming but also what mode or current weapon selection they are using.

Overall though these are not decisions that I’m making on my own and once the set is completed there will be extensive player testing preformed by representatives of the UrT community to help fine tune the final set.


Can you simplify that, to say three sentences? :laugh:
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#74 User is offline   Yas Icon

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Posted 09 March 2010 - 01:40 PM

View PostPhoenix, on 09 March 2010 - 11:35 AM, said:

Can you simplify that, to say three sentences? :laugh:


LOADSA HARD WORK

(uber simplified to 3ish words)

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