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Messages - Neoptolemus

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Regiments / Re: Provisional Rifle Corps (Morgan's Riflemen)
« on: October 01, 2018, 11:02:38 am »
Looks like I'll need to add long rifles to the game for you guys ;) This will be fun.

Off Topic / Re: One word story
« on: September 21, 2018, 12:20:31 pm »

Development Notes / Re: Development Blog 13 - Thank you! & What's next?
« on: September 14, 2018, 09:57:53 am »
awesome work guys, and will there be any option for soldiers to sing with the fife and drum songs played during camping or battle?

We do plan to have musicians, so you'll be able to play music while you have some social time in camp. We plan to have spatialized voice chat (i.e. voice chat that sounds like it's coming from your character, with appropriate attenuation over distance), so you will be able to sing as well :)

Development Notes / Re: Development Blog 12 - Alpha Release.
« on: September 02, 2018, 07:36:53 pm »
I love that in the video you can see my chat message saying that the kitten is standing on my sleeping son's head. A little glimpse into what I call "life" right now.

Great video, I think it covers things nicely :)

Development Notes / Re: Development Note - Steam Store & Trailer.
« on: August 30, 2018, 03:04:02 pm »
Really quick question - I've mentioned before that from the off I was really enthused by the excellent attention to detail with animations, particularly the shoulder arms (left-shoulder) in one of the early blogs ( ) - which as far as I know wasn't ever possible with the NW skeleton as the right hand had to always be in contact with the musket in the same place.

I've noticed however that most of the more recent blogs have depicted the musket being held at the advance arms (right-hand shoulder); has this been dependant on whether the character is in melee/shooting mode or has the old animation been scrapped?

thanks! :)

The old blogs were using the old skeleton which was limiting to say the least. The new one we got in around March forced us to make all new animations. What you're seeing now in blogs is all placeholder until we have an animator to come in to make us some stuff. The old stuff has been scrapped but I did like them more.

Thanks for the clarification! glad to hear that we may see them again.

I remember HF devs saying that they originally had more authentic animations but due to bugs and issues with them they opted for the old NW form of sticking at the port arms through everything. It would be fantastic if the 'right-hand staying connected' wasn't an issue with WaT... light infantry types I'm sure would love running about at the trail! :3

Keep it up, can't wait to see how things develop.

The right-hand connect issue isn't a problem, in fact we can switch hands quite happily:

The only reason we keep the musket in the right hand at the moment is just because I was doing all the animations by myself, along with programming and scripting work, so I had to keep them simple to reduce my workload. When we have a dedicated animator though, we'll be making some really authentic animations :)

Development Notes / Re: Development Note - Steam Store & Trailer.
« on: August 29, 2018, 10:32:07 pm »
Next step is to get our Alpha build approved.

It looks like Valve has overhauled their approval process and it seems pretty robust now. We actually had someone install and fire up the game and play on our server, and the feedback they gave was quite detailed. We've made the changes they requested (mostly rewording some stuff on the store page to reflect the fact that not all features planned are in the current build).

Hopefully we'll get the thumbs up in a day or so.

Off Topic / Re: Explain your profile pic
« on: August 29, 2018, 01:04:02 pm »
Mine is a perfect visual representation of how Whigs and Tories gets developed.

Suggestions / Re: MANUAL OF ARMS [In-Game]
« on: August 22, 2018, 08:18:34 pm »
Just so you all know, I'm working on animations at the moment and the video Marks just posted is my reference :)

Just so you're aware, the manual was strictly considered a training exercise and mainly used on parade. Obviously, battlefield tactics are based on the manual but small inconsistencies like putting on a bayonet while the musket is in the air or reloading the gun in the air are just untrue and would never be used in a combat situation.

Yeah, the other thing to consider is playability. The first presenting animation I had went from shoulder arms, brought the musket in front of him pointing up, cocked it with the right thumb and then aimed. It looked great, but it took 3 seconds to present which became problematic in-game. Speeding up the animation to shorten the time just made it look silly.

Right now many of our animations are compromises between having something that looks somewhat authentic, but doesn't impact gameplay. We will be reviewing them after Alpha to see where we can improve as I'm not happy with a lot of them (particularly walking and running), but right now they'll do for Alpha.

"Marks, why was the ground on the second map white? Ground isn't white silly, neither is rain. I hear people talking about S-n-o-w? What's that?"

-Sincerely the state of Texas

But looks good lol

I hear it was invented by Canadians.

... What a nice birthday present. Thank you RSE =)

Happy birthday! And you're welcome :-)

I would love to visit the snowman. Just to know if he is fine.

You will get to do that, don't worry. We have some fun stuff planned for the snow map. Snow days are the best!

I agree with 7th Fusiliers Official. But the most interesting part is the equipment chosing option. One thing that gives me a big ? is the part of the shoulder animation at the beginning. After you spawned your musket was on your left shoulder and after you've moved it's on the right shoulder and hold his musket in an interesting way for whatever reason.

I'm still excited to see more of it! Great work!

blending and ironing out anis, ill let richard reply to this properly

Yeah, so basically items can be attached to either hand when equipped, or holstered on the left/right hip or slung across the shoulder.

Weapons generally are attached to the right hand in most cases, but they can switch hands on the fly as needed (e.g. the reload animation where he holds the musket in the left hand while filling the pan, priming the barrel etc.)

There is usually a 0.2s blend between animations to make them look seamless and not so stiff, but when switching hands this can lead to a 0.2s period of time where a musket is switching over from one hand to another, leading to noticeable flicker.

We recently changed our animations to reduce the amount the musket has to switch hands and thereby reduce potential flicker, but some bits and pieces still need attention.

For some reason, the effect is magnified by playing online vs locally. I'm not sure why this is, but it's one of my top priorities.

TLDR: it's a visual bug which I'm fixing :-)

We've been working hard on getting the alpha ready. I've just finished tightening up the melee system to make it really robust and smooth.

I've also fixed a host of minor bugs to give it some extra sparkle, as well as added some nice additional effects like bullet whizz for near misses and so on.

We should have an update for you soon once we're happy with the level of polish we've managed to achieve :-)

Goodie. Updates are always good to hear.

I'll try and be a bit more active on the forums to keep you all updated :)

We've been working hard on getting the alpha ready. I've just finished tightening up the melee system to make it really robust and smooth.

I've also fixed a host of minor bugs to give it some extra sparkle, as well as added some nice additional effects like bullet whizz for near misses and so on.

We should have an update for you soon once we're happy with the level of polish we've managed to achieve :-)

It's looking great so far, and I like that you added a free-look, a nice little feature. I also like you added ramrods, will there be an animation that shows the character model actually pulling out the ramrod, or will it just be an empty hand, like in Mount and Blade? Just curious.

Yes, absolutely. The ramrod is actually attached to the musket at first, and then the character pulls it from the housing as part of the animation before replacing it. I need to tweak the timings a little bit: the challenge is that the animation has to be reasonably short (say, 15 seconds compared to a more "realistic" 20 seconds) but I also need to make sure the fine details are still captured, and right now I think priming the barrel is a little too quick compared to the rest of the animation which is why you probably missed the bit where he actually pulled out the ramrod.

I'll be continuing to refine the animation as I go along :)

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