UPDATE:
NEW WIP VIDEO ON YOUTUBE!
http://www.youtube.com/watch?v=5opLcywEQyk
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I was planning to hold off on posting anything about this until I could put a video together but I simply couldn't wait any longer. Meh.
Please note that I have not abandoned my other set of weapons. Just taking a breather for a bit. There is also a modern component that follows this same technology but lets save discussion of that for the other thread.
Knights of Errant is a limited-scope, fantasy/medieval product line which will be coming to GCS. This line was developed specifically for Ply's Mod 1.07. Assets will still work in standard FPSC and any mods supporting AirMod 0.6 but with reduced functionality.
Good: In standard FPSC, developers can make simple gunspec edits to choose between 2-3 different attack animations. Standard FPSC users may also customize the look of the hands by manually(DIY) mixing and matching different textures for the hands, armor (armored hand versions have an "F" suffix) and weapons themselves. Any of the hand textures from model packs 9/10 may also be used. If a no-armor version is purchased, it will come with a new hand texture (patched leather design) that can be applied to any weapon featuring MP9/10 compatible hands.
Better: With AirMod 0.6 spec FPSC mods, developers begin to enjoy more options. Weapons play random attack animations (SE versions include a shield bash as one of the random attacks) and do not leave unsightly bullet holes. Timed blocking animations are also included for defense against characters scripted to use AirMod's "plrblocking" condition. Gunlag and recoil help the weapons feel more dynamic and less like they've been bolted to the game camera.
Best: With Ply's Mod 1.07, you get all of the above plus compound blocking which enables holding the block position as well as blocking raycast "bullets". Best of all, you get asymmetric dual wield compatibility. Your players will be able operate their weapon and shield independently or use two offensive weapons if they choose. They can knock enemies to the ground with a war-hammer in one hand then immediately close in with a dagger in the other to deliver a flurry of sudden strikes. And who's to say it's limited to melee and traditional fantasy-fare. The XIXSE and P90SE/P90SDSE on GCS are also compatible with asymmetric dual wielding
Alternatively, developers using DBP or other engines will find there is a wide variety of animations available to them when using this line of media.
Additionally, this line is being developed with developer-end modding in mind. I'm keeping the scope of weapons fairly limited yet, varied in terms of attack speed and animations for the benefit of users who want to do mesh-swapping in Fragmotion and that sort of modding.
Here's a look at the launch line-up...
I hope that's "in-FPSC" enough to buy some time until I am ready to show more of this media over the next week.
You'll note there are two or three versions for every weapon. I'll try to break down the
Knights of Errant naming convention now:
(name of weapon)(mesh version)(texture version)(suffix)
F suffix = Fantasy version with armor mesh added. Best for use in fantasy games using Ply's Mod 1.07 by developers wanting to focus on the dual-wield aspect of that mod and developers who don't want a combo'd player shield in their game.
SE or SEF suffix = Special Edition with a shield included in the weapon. Best for use in fantasy games using AirMod 0.6 spec mods. or standard FPSC developers who like the looks of a shield.
no suffix = Normal version, most compatible with my modern weapons. Best for games mixing melee and modern weapons.
Obviously, with a little FPSC craftiness, a developer can mix/match and copy/paste some stuff to get all the different versions without needing to purchase everything. I'm just breaking things up in this manner for convenience. The difference between A an B textures is that the A versions are more common looking and the B versions have ornamental etchings/engravings. The meshes are identical as defined by the mesh version number in the name. There will be a minor damage increase in the damage for the ornamental versions to give sort of an RPG-ish aspect.
There are a few more weapons planned such as a viking axe, heavy-duty tankard, spiked fist, medieval hand gonne, arquebus and a couple of other things which will be added on later (I plan to bounce back and fourth between modern and fantasy to help avoid burn-out).
Feel free to make requests if you like but be reminded of my intent of limited scope (at least until I get caught up on modern work). So, that means requests for things that just look different will likely be sidelined for things that diversify the game play experience.
FYI, ETA of the weapons shown is imminent. A few odds and ends to take care of and I'm waiting on a new rev of Ply's Mod to finalize animations and test function.
Thanks for reading
edit: Oh, before anyone asks... That's not a star of David in Ye ol EAI logo. Kudos to anyone wo knows what the symbol means/comes from.