Release Notes for 1600.20091102.0 - 11/04/09


Alef_infinity

 

Posted

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!


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Posted

Quote:
Originally Posted by GrinningSpade View Post
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?
BABs has said before that new animations for movement, like running all fours like CO has, would require all new animations for tons of stuff. It wouldn't just be one animation and done. Walking in this way disables all other powers and jumping so that none of the clashing animation issues can occur.

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!!


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

Quote:
Originally Posted by Catharctic View Post
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.
There are 3 different animations for each model type - the guys and huge guys don't walk the same way as us.


@Golden Girl

City of Heroes comics and artwork

 

Posted

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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Posted

Quote:
Originally Posted by Orion_Star_EU View Post
I already did and it seems to be hard capped somehow - no matter what buffs I apply to myself, the numbers are always the same with Walk on, and Walk doesn't even appear in the real numbers window.
Reduces your max run speed apparently. Mine's showing as "capped" run speed at 3.09 MPH. No amount of +speed will change the fact that your max run speed while walking is 3 MPH.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

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?


 

Posted

Quote:
Originally Posted by Catharctic View Post
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.
Yes, very feminine.


 

Posted

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.


 

Posted

Quote:
Originally Posted by GrinningSpade View Post
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.
If I openly carried a Tommy Gun everywhere I went, I'd be pretty nonchalant too.


BackAlleyBrawler: I can't facepalm this post hard enough.
ShoNuff: If sophisticated = bro-mantically emo-tastic, then I'm going to keep to my Shonen loving simplicity dammit.

 

Posted

Quote:
Originally Posted by Niviene View Post
  • 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.
  • The “Walk” power is an Inherent toggle power given to all characters at Level 2 (like Sprint).
  • Please Note that powers or jumping (i.e. pressing the Space Bar) cannot be used while walking.
  • This power is not intended for use in combat.
Is this a prequel to actual secret identities and missions involving them?! That would be so cool!


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Posted

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?


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

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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Posted

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.


 

Posted

Quote:
Originally Posted by GrinningSpade View Post
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?
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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Posted

Quote:
Originally Posted by Mystic_Fortune View Post
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.
Getting this too. It's really bad when jumping. You have to turn on at least two toggles before it starts to do stuff. You may also have to "walk" first.

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.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

Walking is freaking awesome, thanks devs! The talsorian thing is really random though, but whatever.


 

Posted

Quote:
Originally Posted by Mystic_Fortune View Post
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 think this is something I might have already fixed, and the sequencers haven't made it into a build.


 

Posted

Quote:
Originally Posted by Kyasubaru View Post
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.
Maybe allow the basic spacebar jump?


@Golden Girl

City of Heroes comics and artwork

 

Posted

Quote:
Originally Posted by BackAlleyBrawler View Post
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.
This has worked for me several times without fail:

* 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


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

Quote:
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.
Us folks heavy into doing demorecords are forever grateful for this addition !


 

Posted

Quote:
Originally Posted by minimalist_NA View Post
Issue 17: Walk This Way
Deffinately

Or Issue 17: Walking the Line






" I don't let me kids play on the Freedom Server" -Oya

 

Posted

Quote:
Originally Posted by Dispari View Post
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?
That could be fun, but it could lead to much confusion and frustration when players accidentally leave the alternate run toggle on and try to fight. Not to mention all the complaints and screams from players demanding that they be able to use powers with the new run animations since they can use them with the old run animations. And you know many won't listen or understand when the Devs try to explain why they don't want to code new animations for each body type and attack to work with the new animations.

Quote:
Originally Posted by BayBlast View Post
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!
i suspect it's a combination of never being a priority compared to all the other stuff that's been worked on, and the new power effects and animations system may have inspired someone to code the walk power in their spare time using the new resources. Another possibility is that it's sort of like Earth Assault and one of the new hires worked on it while getting acquainted with the City of Heroes systems. Or all of the above, and maybe none of the above.

Still, fun new feature to have.


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