[QUOTE=GHOST!!!!;50889480]I can only assume this is because of recoil, if not then holy shit.[/QUOTE]
At 1:14 the same guy is holding it just fine. It's held up after because he just got hit by the paddle ball :v:
[QUOTE=Bragdras;50889320]So is it going to be a new zone, or is it going to incorporate those into vanilla and add new location in the commonwealth? I'd love the latter so you'd have a chance to encounter the new stuff without going into dlc areas, was my one and only complaint about Far Harbor, would've loved to see fog crawlers and the other enemies appearing on the northern shores instead of only the dlc.[/QUOTE]
Where would this be in the commonwealth? Pretty sure this is a new zone.
[URL="https://youtu.be/Yuo7AuDGNN8?t=87"]I'm just gonna assume the Paddle Ball is a reference to the SPECIAL video they released on strength.[/URL]
I'm kind of disappointed in hitman's NV animations
he removed the fake recoil which is nice but most of the weapons still have a really sticky and unresponsive feeling to them, it's just that now they have an fpsbanana-tier coat of paint
[QUOTE=Omolong;50889505]Yeah, that's all listed in the second link I posted. It also contains a list of all the locations. Those are the right names though.[/QUOTE]
My bad, I didn't notice that you linked it when I posted that. Still though, I was half expecting the Operators to maybe be Carnie types (as in "ride operators") or at more of a stretch a more professional mercenary gang along the lines of the Gunners.
God I want it already, going to assume its likely next week they'll be releasing it.
[QUOTE=Reagy;50889546]God I want it already, going to assume its likely next week they'll be releasing it.[/QUOTE]
august 30th
[QUOTE=VIOLATION_SNG;50889552]august 30th[/QUOTE]
Right before my graduation day, neat.
BB gun and Nuka Lass spacesuit remain unconfirmed. Hyperdrive not engaged.
Paddle ball is a promising sign though.
[QUOTE=VIOLATION_SNG;50889552]august 30th[/QUOTE]
fack me that's when I start writing my thesis.
I hope we get some new companions too
[t]http://i.imgur.com/VzkzuGW.png[/t]
Im willing to bet that she's probably a follower.
[QUOTE=cdr248;50889523]I'm kind of disappointed in hitman's NV animations
he removed the fake recoil which is nice but most of the weapons still have a really sticky and unresponsive feeling to them, it's just that now they have an fpsbanana-tier coat of paint[/QUOTE]
I think that's more of an engine problem than an animation problem. One thing I absolutely despised in NV, besides the stickiness, is that weird back and forth sway that all the weapons did while firing, but I think both those issues lie in the engine itself.
[QUOTE=venom;50889592]I think that's more of an engine problem than an animation problem. One thing I absolutely despised in NV, besides the stickiness, is that weird back and forth sway that all the weapons did while firing, but I think both those issues lie in the engine itself.[/QUOTE]
originally I thought it was the engine too but from what I found I think it's something embedded in the animation.
the all-american is an very responsive gun because of how it's hit/blend nodes are fired off really fast as opposed to the 9mm pistol, which waits for the entire animation to play out. I feel like if you can use a similar method as the all-american and transfer that knowledge to the other animations, you can come out with some more responsive semi-autos. I've tried messing with the animations myself in nifskope but I mostly don't know what I'm doing and I think it requires some more advanced knowledge/tools.
The sweetspot for semi-autos seems to be 5-7 shots per second which is actually attainable for most weapons via the geck, but i'd like to see it done more naturally by dealing directly with the animations
and btw the sway is entirely animation based and hitman's animations actually got rid of it entirely. Beth animated in fake recoil and obsidian decided to keep it for some stupid reason.
So we're getting bull-brahmin, Rad-Gators, flying ants, some graboids, and something that looks like a mutant giant locust/grasshopper/cricket/whatever.
Cool.
No one fucking cares Rudy.
[QUOTE=cdr248;50889657]originally I thought it was the engine too but from what I found I think it's something embedded in the animation.
the all-american is an very responsive gun because of how it's hit/blend nodes are fired off really fast as opposed to the 9mm pistol, which waits for the entire animation to play out. I feel like if you can use a similar method as the all-american and transfer that knowledge to the other animations, you can come out with some more responsive semi-autos. I've tried messing with the animations myself in nifskope but I mostly don't know what I'm doing and I think it requires some more advanced knowledge/tools.
The sweetspot for semi-autos seems to be 5-7 shots per second which is actually attainable for most weapons via the geck, but i'd like to see it done more naturally by dealing directly with the animations
and btw the sway is entirely animation based and hitman's animations actually got rid of it entirely. Beth animated in fake recoil and obsidian decided to keep it for some stupid reason.[/QUOTE]
Oh really? I think there was a way to speed up/slow down the firing animations in GECK, I wonder if that'd help with the sticky firing? Although I feel like if it was that simple someone would've already done that.
I used to use hitman's animations, but I thought there was still sway. It's been a while so maybe I'm remembering incorrectly.
[QUOTE=GHOST!!!!;50889480]I can only assume this is because of recoil, if not then holy shit.[/QUOTE]
It's funny because I've seen other modders have this problem too with custom weapons. Recoil causes it.
[QUOTE=Spydurr117;50889516][URL="https://youtu.be/Yuo7AuDGNN8?t=87"]I'm just gonna assume the Paddle Ball is a reference to the SPECIAL video they released on strength.[/URL][/QUOTE]
I remember when the video first came out how a lot of guys called that it's going to be ingame, then forgot about it.
The paddle ball, they actually did it, the absolute madmen.
[QUOTE=venom;50889715]Oh really? I think there was a way to speed up/slow down the firing animations in GECK, I wonder if that'd help with the sticky firing? Although I feel like if it was that simple someone would've already done that.
I used to use hitman's animations, but I thought there was still sway. It's been a while so maybe I'm remembering incorrectly.[/QUOTE]
well it's kinda not that simple, it technically is an engine problem but I think it can be worked around with better node placements in the animations to shorten the actual animations themselves as opposed to speeding them up
basically there are little timestamps in the animations that fire off game logic, so while all the bits move around, it'll tell the game at specifically what frame to fire, check for any new input ([U][I]queues [/I][/U]the next round to be fired), and when to end the animation. And while there does seem to be some sort of animation blending, the animation still has a set end point that it must reach before the next animation can play. If you speed up the animation the it'll still have a weird spot after firing where input is dead in the water, and if you speed things up too much then the animation will start to either look funky or just not work at all.
my theory is that you just move those nodes around in a more comfortable matter like the marksman carbine does it
[QUOTE=Owlet;50889774]I remember when the video first came out how a lot of guys called that it's going to be ingame, then forgot about it.[/QUOTE]
I didn't forget.
I never forget.
Looks like there's more ghoul variants too. Could've sworn one of them in the trailer was blue.
I bet one of the first mods is going to remove / replace those flying ants.
Today, I managed to finish Dead Money again, I saved all 3 collarwearers.
[QUOTE=WoodzyX88;50889918]Looks like there's more ghoul variants too. Could've sworn one of them in the trailer was blue.[/QUOTE]
Too much Quantum, I suspect.
That Nuka-World trailer looked really fun, but I'm starting to feel really lethargic towards Fallout 4. It's failed to grab me long term like 3 and NV did, to the point where I didn't even bother with the vault DLC and I've fallen out of loop with the modding scene, which is a shame because usually any bethbyro game hooks me when I start modding it. All it ever gets out of me anymore is quick 15-20 minute bursts of playtime, unless I get hooked into building yet another settlement I'm probably never going to visit again.
Hopefully when it comes out it introduces some game changing stuff and adds a bit more flavor to Fallout 4, giving me a reason to play it as much as it's predecessors. I might come back to it later when the modding scene has grown more, but with this being the last DLC I'm pretty worried.
[editline]15th August 2016[/editline]
Funnily enough I got really excited by the aliens in the trailer, before I realized they were just dummies. In Fallout 3 I groaned at the existence of an alien DLC. In Fallout 4, I'd welcome it with open arms.
There honestly aren't enough decent mods out to really breath new life into FO4. The reason why people stuck with skyrim for so long was that it had a lot of mods like Requiem and Frostfall to change up the game significantly.
There are some neat things sure but nothing really game changing. I'm just waiting for a SkyRe equivalent or FROST to come out.
[QUOTE=cdr248;50890006]There honestly aren't enough decent mods out to really breath new life into FO4. The reason why people stuck with skyrim for so long was that it had a lot of mods like Requiem and Frostfall to change up the game significantly.
There are some neat things sure but nothing really game changing. I'm just waiting for a SkyRe equivalent or FROST to come out.[/QUOTE]
Hopefully once F4SE quits updating every other day we'll see some more robust mods. I'd love to see a SkyRE for FO4. Frostfall-esque mod would be cool too, but I don't think the weather system is extreme enough to warrant it.
[QUOTE=cdr248;50890006]There honestly aren't enough decent mods out to really breath new life into FO4. The reason why people stuck with skyrim for so long was that it had a lot of mods like Requiem and Frostfall to change up the game significantly.
There are some neat things sure but nothing really game changing. I'm just waiting for a SkyRe equivalent or FROST to come out.[/QUOTE]
Skyrim went through the same phase that Fallout 4 is going through now
[QUOTE=cdr248;50890006]There honestly aren't enough decent mods out to really breath new life into FO4. The reason why people stuck with skyrim for so long was that it had a lot of mods like Requiem and Frostfall to change up the game significantly.
There are some neat things sure but nothing really game changing. I'm just waiting for a SkyRe equivalent or FROST to come out.[/QUOTE]
this will happen when all the dlc is out, which is why im waiting :v:
I probably should have specified that there isn't anything game changing [I]right now[/I]. Of course stuff will come out later, I'm just saying don't expect mods to solve all your problems when the game is already so young.
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