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martingee

The Indie Stone
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  1. In order to animate the doors etc, I'll have to separate out the geometry, add thickness to the windows etc. so the tri count will go up by default. The 'resolution' of the vehicles won't change much, they're going to stay visually pretty much as they are.
  2. This is the plan and whilst I'm not a programmer, I can't foresee any major problems with this other than creating the assets and implementing them code side. A mod currently uses the "character visible flag" when in/on vehicle to display the character on their motorcycle mod.
  3. Animations for vehicles and the character interacting with vehicles will happen. We have, I think, around 13-14 base vehicles in game which will need animations doing for all of them and some tweaks to the anim code for them to work. I'm not really sure when these will get done.
  4. The main stumbling block here is the amount of work it would require. We're a small team and for the amount of time it would take to do this we could implement several other features in the same time. Saying that, it has been discussed recently so it may get bumped up the 'to do' list if we feel it's viable.
  5. Pushing objects (cars or furniture) is something we'd like to do but currently not been worked on.
  6. A more realistic looking fire animation has been worked on however, this is the one time when a coder was moved off that and onto multiplayer implementation. The code and assets for the new fire need optimising and streamlining before they are added. It's certainly on our 'to do' list, I'm just not sure when.
  7. Ah, I don't think there is a difference between the female body files. Over time we've accumulated some duplication of files as folders have been moved and we've experimented with things. We should probably do a clear out soon. Female body.x is what you should be using.
  8. We'd like to add anims that reflect a persons background and this is a perfect example. You could perhaps argue the current stance is also too "specialist" insofar as your character looks like they know what they're doing, a less proficient person would perhaps be more square on but for now we'll go with what we've got. The problem we have, and is an age old problem, is by changing the posing of the character, it has a knock on affect to other anims and result in having lots of animations, which takes time to do and implement.
  9. Currently we are trying to refine the melee system and this is one area we are looking at. However due to the way we have it setup currently, lower body movement of the attacks interfere with the aiming animation so has been separated out into upper and lower body. Obviously this removes any animation from the waist down in the attack anims. It's something i'd like to reintroduce but it's proving problematic with blends and our current setup.
  10. @GerasIt has been talked about but you have to weigh up the time and effort that it would take to implement against the "payoff". Currently they're are plenty of other things that need doing either to make them things work properly (multiplayer for example) or to actually implement from scratch (ie animals). House doors work fine and whilst it would be nice to have them swing open, that's something way down the priority list. That's not to say it'll never get done, it's just not going to happen any time soon.
  11. Opening and closing of car doors is coming but it opens up a few technical problems that need to be overcome. It probably won't be this update as the coders focus is on getting MP done and dusted but I'm hoping I can get their time once that's out the door (pun intended! 😉 )
  12. Trailers come with technical challenges within the engine and trucks also introduce balance challenges that we're not currently in the position to tackle atm. Larger vehicles are something we'd like to include at some point but there's other priority stuff to do.
  13. martingee

    More Math(s)

    Currently the reload anims are just one anim, just as a placeholder until one of the coders rejigs the code to work with hardcore reloading. It shouldn't big job but was down the priority list but it's rapidly rising up the list as we strike off the more important jobs. Also everything should be considered WIP unless we specifically say otherwise or you're playing it in game.
  14. Outfits are what the zombies are spawned in but all the clothing items can be worn by male or female characters; the division in outfits is really only because of specific items (like dresses) or an outfit, that are traditionally worn by one of the sexes. Off the top of my head i can't think of any exception but if there is it's very specific.
  15. martingee

    Mist Me

    Chill guys, it's already done. Although probably won't make it into the first round of clothes.
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