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Work in Progress / Lonewolf - movie

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Cliff 3degs network
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Posted: 2nd Jan 2005 23:06
Looking good as always nead to go to my brother and download the movies i only have 64 k.

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Major Payn
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Posted: 3rd Jan 2005 00:33
Awesome! That knew blood looks bloody fantastic! LOL

Guns arn't the problem, people are the problem, shoot all the people and guns arn't a problem anymore.
Nack
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Posted: 3rd Jan 2005 00:35
WoW....this look awesome....luv how the limbs can be shot off hehe


I have NOT abandon these ^......^_^V hehe
Math89
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Posted: 3rd Jan 2005 01:22 Edited at: 3rd Jan 2005 01:36
Really awesome !

I really like the blood on the man's trousers (must be hard to code that) and the bullets. Good work Van B !
Van B
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Posted: 3rd Jan 2005 01:40 Edited at: 3rd Jan 2005 01:42
Thanks, the blood does'nt stain the trousers, I think that's some floating blood in front of the camera.

Uploaded 2 new vids, one with the new helicopter death (yes that is a fried pilot):
http://mysite.wanadoo-members.co.uk/van-b-software/Lonewolf_helieffects.mpg

And the new blood:
http://mysite.wanadoo-members.co.uk/van-b-software/Lonewolf_bloodeffects.mpg


Van-B


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Cian Rice
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Posted: 3rd Jan 2005 02:35
Nice.

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TEH_CODERER
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Posted: 3rd Jan 2005 02:36
Hee! Hee! Hee!
Toasted pilot!

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Cian Rice
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Posted: 3rd Jan 2005 02:37 Edited at: 3rd Jan 2005 02:37
You wouldn't believe how good it tastes.

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Dom
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Posted: 3rd Jan 2005 03:36
Nice

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Van B
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Posted: 3rd Jan 2005 07:08
Just added gibs - mindless violence aplenty in this one.

http://mysite.wanadoo-members.co.uk/van-b-software/Lonewolf_gibfest.mpg


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David T
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Posted: 3rd Jan 2005 07:14
You using Newton for the physics on the dropping body?

I have to say I'm mighty impresed with the heli. Just makes everything so much more cinematic

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Dot Merix
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Posted: 3rd Jan 2005 07:27
I'm curious.. Once you've killed one of the enemies and it's limb flies off, once it's lying down on the ground, can you continue to shoot limbs and such off of it?



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Hawkeye
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Posted: 3rd Jan 2005 07:29
Wow, Van-B! That looks mighty awesome! Those blood effects look l33t.. I really like teh way the blood splatters on the ground. This is really looking professional: you've got some kick-arse models, awesome helicopter physics, totaly sweet blood fx, and to top it all off, a gun flash! Rather rate around these parts

Anyways, this thing is really looking sweet. Hurry up wif teh demo!

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Van B
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Posted: 3rd Jan 2005 08:00
Cheers .

The dropping stuff is a simple physics routine, never been that good with maths, so it's probably not very accurate - looks cool though.

I could make it possible to blow more limbs off, grenades are next on the agenda and I want some real gibbing for that. I can't wait to get frag grenades blowing limbs off - should be a hoot. I've decided that camping should not go unpunished for a change, so the heli's will be dropping frags too.

I'm tempted to add a knife, the enemies have a close attack (they kick you) but I don't want to go for an gun melee. The knife was great fun in Soldier of Fortune, I think I can even get it sticking out of the enemies. What do you guys reckon?

Also, what other weapons should I add? - I have a rocket launcher, uzi(duh) and frag already, and am working on a shotgun. If anyone has a fave weapon they want to see, suggestions welcome (with a reference link would be great).


Van-B


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Dot Merix
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Posted: 3rd Jan 2005 08:10 Edited at: 3rd Jan 2005 08:11
Are you going to add in some stationary weapons(turrets for example) that the player can use?

Mines would be nice, ones that you can set down with the right click, and blow up with the left click(after holding an additional remote to set it off).. or even mines that the enemy gets close to which will blow up(or the player if they forget about the proximity of it)

is there going to be the ability for dual weaponry? Double pistols for example?

Might be interesting to add the ability to use melee(without using a weapon), where the left mouse click button would give a jab, and the right click would give a hook punch or something similar..

Flamethrower would be cool too.



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Cian Rice
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Posted: 3rd Jan 2005 08:16
Knife sounds cool. What guns other than an uzi will be in the game? Knowing all the limbs that fly off in this game it would be great to see a tactical 12-gauge.

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FoxBlitzz
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Posted: 3rd Jan 2005 08:59
I've wondered, why is it that all your movies strangely pause at the end (The pause button is still there and functional, as the rest of the player, but it stops progressing)? Anyways, it's looking pretty good now. Only complaint is that in the gibfest video, when shooting one of the enemies, during the falling animation it went to the standing animation again. Still, this game is one step closer to professional than most DB games I've seen.

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Van B
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Posted: 3rd Jan 2005 09:56
Hehe, yeah I still haven't fixed that bug - they just stand there and bleed a lot.

The hummers will follow a route, so it'd be cool to plant mines or remote bombs to blow them up. Twin weapons would be really tricky to do because the weapon and arms are a single mesh, handling animations for 2 weapons would be very tough. I might go for one of those grenade launching rifles though, it does'nt take long to make weapons.

I use a freebie avi to mpg converter, and it's a little dodgy for some reason - that's the price we pay for freeware.


Van-B


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Shadow Robert
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Posted: 3rd Jan 2005 14:45
ya know, the movies with all the blood... kinda cracked me up that one of the AI character was running on the spot in a circle firing at the ground.

some bugs are annoying but that would give me a good 10-20minutes of fun shooting at guys to watch them do that


Wiggett
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Posted: 3rd Jan 2005 17:25
Quote: "watch out for something new coming soon"


an fps engine for syndicate remastered?


and van b love those trees, they look awesome. but a weapon i want to see i sthe persuadeatron 2000 makes the enemies follow and fight with you.

Dom
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Posted: 3rd Jan 2005 22:19
How bout a Grenade Launcher? In that new video it seems you shhot a guy and he dies. He starts to fall down but then gets back up!!! It might just be me but you might want to look at that!

P.S How are recording gameplay? What software are you using?

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Van B
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Posted: 3rd Jan 2005 22:59 Edited at: 3rd Jan 2005 23:05
I use fraps to record the movies, those are all at half size 640x480, so they're 320x240 and 30 seconds long (the demo limit with fraps) which is fine if you just want to show some gameplay footage. I don't think a grenade launcher would work that well as a seperate weapon, I prefer the rifles with launchers attached, like a dual fire weapon, left click for rifle, right click for grenade - I find it really annoying to have to switch between grenades and guns and those rifles would be great for Lonewolfs gameplay. The engines at a stage now where the legwork in adding weapons is in the modelling, if I can model it I can make it a weapon .

The stubborn death bug is being looked at, and I've got an idea to get around the ant-hunter bug too. There's some instances where the enemy will reset back to an idle pose instead of laying down, I think that's just my animation handling getting confused though - it is quite a complex system to switch between animation sets neatly, I think it'll end up being a daft bug in that. When I run through an enemy, so it's new target (me) is behind it - the enemy starts hunting ants; I plan to look into the way that - thinking maybe that aiming at such a close range is a bad idea. I'm wondering if aiming beyond the player would cut it down, like instead of aiming at a point right in front of you - you aim along a vector between your eye and the original target. Like if I'm aiming at 100,100,10 and am positioned at 50,50,50, I might aim at 150,150,-30 or twice the distance away.

Sometimes the AI can be really funny, like after a while they form a circle around you given their own basic behaviour rules; if they are walking into someone, they try and strafe out of the way, which is cool because they spread out that way and are more of a threat - and this causes them to walk upto you, then take aim and start firing, then if anyones behind them, they start straffing around you because they're keeping you in target while trying to edge out of the way. Unfortunately it does take a while for them to organise themselves like that and you end up with a primary school dinner queue with pushing and shoving and little-uns getting squashed. The AI is waiting for other areas to catch up though if you know what I mean, it's been left as is for ages now because the collision system is home-grown and posed quite a few problems (but it is all DBPro native code, which is pretty impressive considering it's workload (probably about 200 checks per loop)). I agree though, I've nothing against funny little glitches, and hopefully Lonewolf will be packed with 'em (although maybe not to the extents of zombification or insect bothering). I thinking that the grenades will be tricky to code AI for - I can definately see the enemies inflicting more damage on themselves than the player.


Van-B


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Wiggett
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Posted: 3rd Jan 2005 23:44
if u need the model the persuadatron is already modelled

Van B
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Posted: 4th Jan 2005 00:16
Unfortunately everythings geared up for solo combat, even the name - I'll have a tinker, see if I can get some rogue enemies to attack their mates. I was thinking yesterday how crazy it would be to watch them go nuts at each other, I'll look into how much of a drain it'd be to let them do that. Of course if I get that working, I'll add the persuadertron thingy as a bonus weapon for completing the game - maybe the alt fire could be a mode that tells them all to see how many frag grenades they can get down their pants .


Van-B


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Wiggett
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Posted: 4th Jan 2005 00:31
yeah they dotn have to team with you for always, maybe just make them cut sick at whatever gets near them.

Vues3d on Kalimee
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Posted: 4th Jan 2005 17:12
Nice video & grat work on models & ai...
Awaiting for the work you'll do on the helicopter...
Loved also the way you've done the explosions & the smoke... !!!
Even if I'm not a fan of those kind of game, I'm really waiting for a demo...

VanB: Did you've seen my last post on Kalimee's thread? Have a look & tell me if you're OK or not!

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ReD_eYe
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Posted: 4th Jan 2005 20:29
Stunningly prettiful. I like it alot.


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Hamish McHaggis
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Posted: 4th Jan 2005 22:51
Dang, didn't notice this before. I really like the way all the limbs seem to be attached to the bodies by sellotape . Or is that just one powerful uzi? Looking sweet with the helicopters, although I think a nice screen shaking effect if you're near to a helicopter when it explodes would be cool . I'm really impressed with the number of excellent games coming out with DB at the moment.

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Van B
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Posted: 4th Jan 2005 23:24
Hehe, yeah the limbs are a bit flimsy - but that's just to test the effect really - you'll only be able to take limbs off with decent firepower, like a close range shotgun (finished texturing yesterday - gonna post a screenie later), or a frag - the most you'll be able to do with the uzi is make them bleed.

So for weapons, so far:
Uzi (done)
Frag grenades (done)
Shotgun (done)
RPG (done)
Rifle with frag launcher (still to do)
Knife (still to do)
Mines (still to do)
Remote charges (still to do)

I've decided that there will be no sniper rifle, I think if there was it would make things a bit easy because the AI would have trouble responding to that - trying to get a nice fast paced FPS rather than anything too realistic.

I was thinking about screen shaking for explosions and when taking damage - what method do you reckon? - a little Z angle wobble, or will I just mess around with the X and Y values when rotating the camera (like adding the shaking to those).

Vues,
Is all good, I responded over there.


Van-B


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David T
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Posted: 5th Jan 2005 01:44
A cool z-wobble woudl work. Perhaps curing curvevalue to decrease the wobble amount quickly?

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Van B
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Posted: 5th Jan 2005 01:45
Here's a pic of the shotgun - still to fix the pose though, and the display properties of the gun, should be able to get it looking like the opengl renders at the top.


Van-B


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Cellbloc Studios
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Posted: 5th Jan 2005 03:50 Edited at: 5th Jan 2005 08:07
Deleted because I'm an idiot and did not read the previous posts....

@Van B:

If you need any help, let me know. I work for fee for you... see my profile.

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David T
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Posted: 5th Jan 2005 04:56
He's already said, Fraps. Hence the "www.fraps.com" at the top

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Major Payn
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Posted: 5th Jan 2005 09:41
Nice shotgun, however I would suggest lowering some verticis on the wrist of the hand, right now it looks disslocated or something.

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Wiggett
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Posted: 5th Jan 2005 15:37
yeah teh wrist does puff otu a bit, but the shot gun is a really nice model.

Van B
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Posted: 6th Jan 2005 01:37
Yeah, the pose is no good - it's easy enough to fix though, I still have to animate it, so I'll change it then.

Cellbloc,
Thanks for the offer, but it's not a project I intend to spend much more time on - it was a compo entry that spiralled out of control, just trying to make it as fun as I can because it'll be a while before I make another 'new' game.


Van-B


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Los
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Posted: 6th Jan 2005 08:08
I didn't think you would be into making these types of games VB. It's even suggesting an army of some kind. Still, I can appreciate some of the skills. AI for example.

I guess some of your holiday island creation will find it's way into this one?
Van B
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Posted: 6th Jan 2005 21:33
The main reason I started with it is because I've never made a FPS before - all my games have been completely different genres, which I plan to do until I've gathered all the practice I need to get started on my real project, FPS games cover a lot of coding principles and need a lot of media - is all good practice.

I don't think there's anything from the old holiday demos in Lonewolf - but I do have a new terrain demo that I plan to upload this week which borrows some code.


Van-B


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Mr Niceguy
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Posted: 9th Jan 2005 09:32
Lookin' nice. Reminds me of Counter-Strike, which is a very good thing. From watching the video though, it didn't look like the enemies sounded like they were hurt too bad from being shot. I'd put in some "thuds" when the bullet hits them, I bet it'd sound really cool.

By the way, I'm really really new, and I'm wondering, how did you make those really smooth matrices? All I can make are those really jagged landscapes. Thanks.

Mattman
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Posted: 9th Jan 2005 10:14
I'm assuming he used the new Advanced Terrain plugin for DBP, not matrixes.

Hi
Van B
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Posted: 10th Jan 2005 02:45
Yeah, the trick is to forget DX lighting on them, and use a program like Bryce4 to render them, that way the shadows are nice and smooth and you can mimic higher detail terrain with the colour map.

The sounds haven't been sorted yet, those are really just test sound effects - it's a real pain to get 3D sound working nicely though, so I might switch down to a manual stereo system which will afford me more control and won't distort my sounds.


Van-B


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Drew Cameron
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Posted: 18th Jan 2005 21:53
Looks good VanB - I will post again soon in more detail, but the graphics are very nice

Am not too good at FPS, but this looks okay - who did the models?

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Van B
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Posted: 18th Jan 2005 23:18
Cheers .
I do all my own media now, I used to work with an artist a while ago, we did Jetpac2003 and VSD Tracker, but he buggered off so I have to fend for myself. Really though, It's much more fun to be in control of everything, it means I can add any crazy idea that I like .


Van-B


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Vues3d on Kalimee
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Posted: 18th Jan 2005 23:23
Sure, when you work alone you can do everything you want, but you also spend a Large amount of time!!!

But none is running against us...

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Coldnews
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Posted: 19th Jan 2005 02:26
I second that! true true true!

This is looking great Van B

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Van B
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Posted: 19th Jan 2005 17:09
Thanks .

Little update...
Been working mainly on the AI, which is getting plain scary now - I found a silly bug that prevented the enemies from shooting when stationary. Basically they travel between waypoints until they reach a good spot and then they scout around for you. If they spot you then you become their target. So I have it set to shoot while running towards you but at a reduced rate and when they get close enough they stop and aim - they weren't shooting when doing this before so there wasn't that much gunfire comming from the enemies - fixed it now though, and those guys are pretty lethal . Blind luck on my part, but the enemy shooting code works with actual limb locations, so bullets are fired from the guns very accurately. This means that the enemies movement has a great affect on his accuracy automatically. It works too - they aim at you as best they can depending on where the gun is pointed, they kinda adjust themselves. When they're running, it's difficult for them to aim their weapon, so you get bullets flying past as much as hitting you, but that makes sense to me, I doubt I'll improve their aim, there's no point. It's quite cool to see a handgun enemy lock onto you at close range, just the animations mixed with extreme aiming conditions make them look very flamboyant, like pivoting around and swinging their aim like some Matrix dude.

I've smoothed out the animations too, well to an acceptable level, they seem pretty good to me.



I improved the entity collision system too, I've no idea why it did'nt occur to me before, but my entities are grouped, the helicopters bits are 1 object, and the enemies gibs are another object, when creating an entity I just pass the limb number that I want and the other limbs are hidden. The collision system was just checking the object position, so really collision on 1 point, with a leg, that meant that the collision point would be on the stump bit, and the foot could easily fall through the floot. This time, I offset the limb pivots for each part so the object centre was where it should be, and the pivots are at each end of the limb, like with a leg, the pivot is set to the foot. This way I get 2 set's of coordinates to check and legs can't fall through the floor. They tend to stick up though, but that's just funny so I probably won't fix that (not sure where to start anyway).

I sat my mom in front of Lonewolf last night and she had a great time - my little brother commented that it's far too violent, but she was too busy removing heads to notice - there's something disturbing about hearing your mom cackle at a load of severed bodyparts. This is definately my most playable game yet.

My next plan is to add exploding entities, I'll upload a new video once I have some decent frag footage.


Van-B


It's c**p being the only coder in the village.
Hawkeye
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Posted: 20th Jan 2005 03:59
Quote: "I sat my mom in front of Lonewolf last night and she had a great time - my little brother commented that it's far too violent, but she was too busy removing heads to notice - there's something disturbing about hearing your mom cackle at a load of severed bodyparts."

rofl, I wish my mom were that understanding

Exploding entites, sounds wicked can't wait for a demo. And thanks for the code help, btw - the anims are awesome

"
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Wiggett
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Posted: 22nd Jan 2005 08:35
you have an odd family van, btu any chance of seeign a vid of the enemy lining up the shot, cause that whole limb movement to aim at player sounds pretty good, i'd like to see it in action, cause that would be a nice element to add to shooters 3rd and 1st person. in 3rd you could lock onto a target and your arms would move towars them and you could pull off funky style moves like dante.

Van B
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Posted: 23rd Jan 2005 11:03
I'm saving my next vid for the frag's, which are going in tommorow. Recently though, I added bullet decals - uses Sparky's excellent collision plugin. Very accurate bullets now, just gotta apply it to the character collision and I can improve the path finding.


Van-B


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Wiggett
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Posted: 23rd Jan 2005 14:55
awesome you fight tism.

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