Release Notes for 1600.20091102.0 - 11/04/09
We got walk now? I was under the impression that making walking work and not look silly was near impossible? SO what changed? Did the near impossible got possible or do we have a silly walk and van we join the Ministry?
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Personally... I wouldn't give one flip if the running all fours was instantly interrupted and I "teleported" to a standing position to execute any powers. I don't care about seamless transition from running to attacking, not one bit. I just want to run around on all fours dangit! vv
Maybe we can get new running animations using these same mechanics, disallowing other powers at the same time? I'd start setting up binds to toggle them on the instant I start moving right away!!
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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Up next, [Strut].
*goes off to check out Test* :]
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I liked the female, male, and huge walking animations. Thanks to the animation team, BaBs!
I did /bug the backwards walk - not sure if it's a bug or the way it needs to work, but you spin and walk towards the camera, so you're not too aware of where you're going.
The stairs are a bit jittery, but I'm liking it a lot!!!
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Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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I'm going to go out on a limb here. What are the chances of having Walk grant a small +regen and +recovery buff while it's on? Have it be, say, half or a third of the benefit of Rest while still moving at a slow walk?
Feedback for Walk:
It's feminine. Any chance there could be different versions of it? My masculine characters are twisting their hips a bit too much to be considered masculine. |
Tested it on females, males and big ones. The walk looks good on each of them. They all move quite different. Great job there.
3 things.
The power comes at level 1 now.
When you activate a weapon before you start walking, the weapon remains in your hand. Which looks cool when you walk nonchalantly with your Tommygun through the streets.
I couldn't resist and tried it on my MM as well. While I walk my pets hop silly after me, but most importantly they behave as badly as ever. Including attacking pasers by who dare look funny at me.
No biggies and I don't mind if it stays this way but just thought I mention it.
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ShoNuff: If sophisticated = bro-mantically emo-tastic, then I'm going to keep to my Shonen loving simplicity dammit.
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So any chance we can convince BABs to give us new running animations, with these same rules? Like running on all fours, shuffling like a zombie, or something?
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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With today's patch, I've found that with my Shield/Energy Tank his Flight animation is broken and the character 'jitters' while moving if he has a Shield out.
Also, as a request can there be a way to keep weapons/accessories on screen permanently with this new walk animation. I've found that if I activate Active Defense just before I turn on Walk, my characters Shield will remain out while walking.
Not sure how much use I'll get out of this new Walk power, but those who were involved did a fantastic job!
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I love the walks, the only thing I'd change is to allow jumping with it. I understand not allowing full-on Super Jump, that's not something I'd want. I'm talking base jump height at most, perhaps even less than that, like a small hop.
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With today's patch, I've found that with my Shield/Energy Tank his Flight animation is broken and the character 'jitters' while moving if he has a Shield out.
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My character is BS/Shield. If I turn on a couple shield toggles, she'll jitter while hovering. She also repeats her jump noise very rapidly indefinitely while ascending with SJ. And will always do a freestyle air-run when falling.
In addition, neither Head Splitter or Whirling Sword are playing the right animation while hovering (with shield out). It was already doing this at the start of i16, but only about half the time. Now it's 100%. It always plays the wrong animation.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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Walking is freaking awesome, thanks devs! The talsorian thing is really random though, but whatever.
With today's patch, I've found that with my Shield/Energy Tank his Flight animation is broken and the character 'jitters' while moving if he has a Shield out.
Also, as a request can there be a way to keep weapons/accessories on screen permanently with this new walk animation. I've found that if I activate Active Defense just before I turn on Walk, my characters Shield will remain out while walking. Not sure how much use I'll get out of this new Walk power, but those who were involved did a fantastic job! |
I'm not able to repro this...which makes me thing this is something I might have fixed, and the sequencers haven't made it into a build.
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* Log into BS/Shield Scrapper (female)
* Toggle on Deflection, Battle Agility
* Toggle on Hover
* Move around; laugh at seizures character is having
* Press Whirling Sword; wonder why character is using spin emote with a sword
* Toggle off Hover, toggle on SJ
* Jump; seek glass of water to cure hiccups
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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walk power - all characters will now have access to a new inherent power -- walk! This toggle power enables characters to move at a comfortable walking pace. |
So any chance we can convince BABs to give us new running animations, with these same rules? Like running on all fours, shuffling like a zombie, or something?
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NPC's have had the walk animation all along, so I have no idea why it took five years to finally give it to players. Nonetheless, I'm happy to see this addition!
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Still, fun new feature to have.
Dr. Todt's theme.
i make stuff...
This bot was made for walking,
And that's just what he'll do,
This bot was made for walking,
And one of these days he's gonna,
WALK all over you!
Okee, logged in, walking, checking things out in Oroborous, decide to see how it looks when I walk to my doom off the edge, the falling animation is hilarious!
- I saw a sped up version of the walk animation while falling (Walk power on + forward or R), just like in the cartoons!
- Swimming with Walk on is slow, but so far problem free.
- Suggest that icon on Walk button should be different from Sprint to differentiate the two.
- Would be good to be able to toggle from Walk to Sprint, currently have to turn Walk off then activate Sprint.
- Animation ascending or descending stairs is a little jerky, the timing seems to speed up too much and there's some clipping of boots on stairs and slopes with Huge and Male models.
- Flying + R results in abovementioned fast-forward pedalling while arcing to the ground. Looks unnatural, should transition to Fall animation?
- With Walk on, then clicked off, some powers can be activated via key command while Powers tray remains greyed out in power suppressed Creation Studio B of AE building. Eg. Sprint, Revolver, Energy Punch, Power Thrust. Do not get "You cannot activate <power>" message.
Liking it so far, I know demorecordists and roleplayers alike will rejoice that you've managed to sneak another pony into our collective bedrooms!K5K - The Killbot 5000
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