Project Stealth

Archives => Presentation Forum => Topic started by: frvge on July 17, 2009, 03:59:59 PM

Title: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: frvge on July 17, 2009, 03:59:59 PM
Tick...Tock...
Tick...Tock...

ETA: T minus 32 hours.

Tick...Tock...
Tick...Tock...
Title: Re: Tick Tock
Post by: Succubus Dryad Of The Undying Comet on July 17, 2009, 04:05:47 PM
Awesome.
Title: Re: Tick Tock
Post by: LoChang on July 18, 2009, 03:20:18 AM
Yay!
Title: Re: Tick Tock
Post by: Tidenburg on July 18, 2009, 03:22:21 AM
Quote from: LoChang on July 18, 2009, 03:20:18 AM
Yay!
Title: Re: Tick Tock
Post by: Farley4Fan on July 18, 2009, 10:21:25 AM
Quote from: Tidenburg on July 18, 2009, 03:22:21 AM
Quote from: LoChang on July 18, 2009, 03:20:18 AM
Yay!
Title: Re: Tick Tock
Post by: OFFICER on July 18, 2009, 01:56:38 PM
I was waiting for this day
Title: Re: Tick Tock
Post by: Wh1tE_Dw4rF on July 18, 2009, 10:07:25 PM
yay
Title: Re: Tick Tock
Post by: frvge on July 19, 2009, 12:00:06 AM
Tick...Tock...
Tick...Tock...

Booting data transmission system.
POST check... OK
Running unit tests... OK
Opening socket...OK
Securing socket... OK
Synching with data server... OK
Fetching comments... OK

Displaying comments: none

Transmitting data:

Sending data chunk #1:
Neck break (front) (http://www.projectstealthgame.com/public/video/spy/NeckBreak_untextured.avi) (2MB)

Sending data chunk #2:
Neck break (back) (http://www.projectstealthgame.com/public/video/spy/NeckBreak_back.avi) (2MB)

Sending data chunk #3:
Neck break (finished) (http://www.projectstealthgame.com/public/video/spy/NeckBreak.avi) (10MB)


Mirrors:
Coming soon

Closing socket... OK
Hibernating

Tick...Tock...
Tick...Tock...

ETA: T minus 72 hours.

Tick...Tock...
Tick...Tock...
Title: Re: Tick Tock
Post by: Succubus Dryad Of The Undying Comet on July 19, 2009, 12:43:38 AM
Umm guys what codecs did you use?
I have the CCCP pack installed here, and the FFDShow on the other boot.
It gives me a green screen on both.
Title: Re: Tick Tock
Post by: frvge on July 19, 2009, 12:50:03 AM
Probably the FRAPS codec. I'll be uploading it to ModDB in a few minutes. Then it takes approx 1 hour to be processed there.
Title: Re: Tick Tock
Post by: Tidenburg on July 19, 2009, 02:21:05 AM
DA has the best neck break. Despite the cliche, you don't break someone's next by turning it like that. If I move my head fast that way I turn it further and, more notably, it doesn't break. I know the devs will get shitty now because I'm not praising it, but this is constructive criticism so don't get petty. You have to lift the head and twist to break it. During the drag, his arms should be grabbing the spy's as you instinctively would and not hanging by his side and when his neck DOES break, there's no spasm at all except the very subtle jolt in his left arm. He also appears to "jump" as he falls to the ground (not smoothly animated). And I'm pretty sure the merc's neck would've broken before the snap due to the fact the spy is DRAGGING him (no foot animation) by only holding his neck!

And no, before you say it. I don't expect professional animations. What I'm saying isn't comparatively hard to do to this either, it's just moving shit in a different way. (Only coming off like a knob in this bit because I know we'll get some sarcy retort from the devs now). It's awesome to be updated and a nice animation, but not a great one.

Once again, DA had the best animation of 'em all. (I'm not expecting you to match it). :)

Thanks for the update.
Title: Re: Tick Tock
Post by: frvge on July 19, 2009, 02:59:18 AM
Comments are noted and might be evaluated. We're first focussing on finishing the few remaining Spy anims and then the Merc (we have almost no first-person anims yet), because the time is running out.
Title: Re: Tick Tock
Post by: Westfall on July 19, 2009, 03:31:43 AM
Anyone else notice that the pelvis of the merc does a humping motion towards the spy when his neck gets snapped?

I agree with Tiden. This neck break shows no merc resistance. It seems like hes a rag doll the whole time. It should be snap-ragdoll. Not grab-ragdoll-snap-still ragdoll. The pelvis thing needs to be fixed too...lol.

It's coming along guys. Looks funky with the textures added. Good work so far.
Title: Re: Tick Tock
Post by: AgentX_003 on July 19, 2009, 05:03:12 AM
Quote from: Westfall on July 19, 2009, 03:31:43 AM
Anyone else notice that the pelvis of the merc does a humping motion towards the spy when his neck gets snapped?

I agree with Tiden. This neck break shows no merc resistance. It seems like hes a rag doll the whole time. It should be snap-ragdoll. Not grab-ragdoll-snap-still ragdoll. The pelvis thing needs to be fixed too...lol.

It's coming along guys. Looks funky with the textures added. Good work so far.

I kinda disagree with both of you for once this time, if you were asphyxiated like that in that posistion your legs would kinda drag like that..
Title: Re: Tick Tock
Post by: Westfall on July 19, 2009, 05:21:37 AM
Quote from: AgentX_003 on July 19, 2009, 05:03:12 AM
Quote from: Westfall on July 19, 2009, 03:31:43 AM
Anyone else notice that the pelvis of the merc does a humping motion towards the spy when his neck gets snapped?

I agree with Tiden. This neck break shows no merc resistance. It seems like hes a rag doll the whole time. It should be snap-ragdoll. Not grab-ragdoll-snap-still ragdoll. The pelvis thing needs to be fixed too...lol.

It's coming along guys. Looks funky with the textures added. Good work so far.

I kinda disagree with both of you for once this time, if you were asphyxiated like that in that posistion your legs would kinda drag like that..

Not instantly. There's an initial struggle, which creates tension throughout the body as the adrenlaine freaks out.
Title: Re: Tick Tock
Post by: Farley4Fan on July 19, 2009, 07:20:38 AM
Quotebecause the time is running out.

What time?  Like time until MSUC?  Just a question, what do you guys want to have done or expect to have done for MSUC?  Is this motivation for working harder/faster?  Hey whatever gets you guys out of bed in the morning works for me.  It's just that I'd rather not see the mod suffer because you are shooting for a time frame.

animation looks pretty good so far.  Good work fellas.
Title: Re: Tick Tock
Post by: LoChang on July 19, 2009, 08:03:13 AM
Agreed with above posters, but I think you guys are doing a great job.  Looks fantastic and potentially everything we wanted from the game the whole time.
Title: Re: Tick Tock
Post by: goodkebab on July 19, 2009, 10:31:20 AM
MSUC  serves as  a motivation to meet a deadline,  with the added bonus of excellent prizes if we can come up to snuff.  If sucessful,  it can possibly open doors for us to dedicate fulltime work on it.

I dont think we are rushing things,  because nobody is spending overtime on this,  and having MSUC as a goal  is really helping us focus.

As far the animations are concerned,  the non-textured ones should never have been made public.  The textured one is from yesterday.  

And like i said before,  animation is its own artform and takes a great deal of skill/talent.  So if you can find a skilled animator willing work on this project,  that would of course be a great help.

Title: Re: Tick Tock
Post by: I <3 U on July 20, 2009, 01:06:55 AM
the thing that i noticed the most is how easy the spy makes it look, almost as if no force was required what so ever to snap the neck, and the mercs hands being by his side.

but tbh, aslong as the animations resemble the actions in game and are not hidiously unrealistic (which they arent), it wont bother me that much if they dont look "natural" or whatever, because in the end it wont effect the gameplay and thats all i really care about.
Title: Re: Tick Tock
Post by: LoChang on July 20, 2009, 01:44:28 AM
^ Agreed.
Title: Re: Tick Tock
Post by: scope2005 on July 20, 2009, 05:09:16 AM
looks good enough to me, very well done.

I agree with other posters regarding lack of merc resistance during snap but its a minor detail.
If you guys tried getting getting every detail perfect for release then you wouldn't ever release the mod.

Keep up the good work :)





Title: Re: Tick Tock
Post by: Farley4Fan on July 20, 2009, 09:21:28 AM
WTF?!?

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg529.imageshack.us%2Fimg529%2F8746%2Fticktock.png&hash=4939bfaf51ccba7c4d1e6acdc108ae38a5f5dbb8)

So I was browsing for the Conviction forum thinking there might be some new info there.  And I found that there is a forum named Tick Tock on the Ubisoft forums?  Wat de fack!!!

There must be some sort of copyright infringement!  Investigate them!  And until the investigation is completed, NO speak of Ubisoft in any shape or form.

It's only fair.
Title: Re: Tick Tock
Post by: Bubbaganoosh on July 21, 2009, 12:13:20 AM
You are acomplishing a goal which is taking out the merc by snapping his neck. I for one think it looks
great for being animated by hand. If you want realism then book them a motion capture studio.
Title: Re: Tick Tock
Post by: Westfall on July 21, 2009, 06:37:04 PM
well, I would hope that the merc isn't going to dig his gluts into my pelvis as I snapped his neck.
Title: Re: Tick Tock
Post by: Spekkio on July 21, 2009, 08:50:56 PM
While I agree that most of the released animations are far from perfect, in fairness we probably have too high expectations of the PS team. We are expecting a professional, polished product from amateurs who are making a mod in their spare time.
Title: Re: Tick Tock
Post by: frvge on July 22, 2009, 12:05:17 AM
Tick Tock
Tick Tock

Resuming operation...
Opening socket...OK
Securing socket... OK
Synching with data server... OK
Fetching comments... OK

Displaying comments: "sry for not being exactly on time. It was still uploading"

Transmitting data:

Sending data chunk #4:
Spy and Merc wallpaper (http://www.projectstealthgame.com/public/wallpapers/1440mercspy.png) (1.5MB, 1440x875)

Sending data chunk #5:
Ledge Climbing (http://www.projectstealthgame.com/public/video/devcomments/ledgeclimbing.wmv) (58MB)

Mirrors:
Coming soon

Closing socket... OK
Shutting down
Title: Re: Tick Tock
Post by: LennardF1989 on July 22, 2009, 12:06:42 AM
@Papa skull: The TickTock forum is for Ubisoft's new game called like that, it was launched on Facebook.

"We've been a leader in the art of making games for many years, and we're happy to bring the Ubisoft experience to Facebook.

Our first application, TickTock, is about leveraging user generated content to interact with your friends, and itââ,¬â,,¢s the first of many applications that weââ,¬â,,¢re building for our UbiFriends portal."

@frvge: Please update your logo... NOW! You keep using it all the time.
Title: Re: Tick Tock
Post by: frvge on July 22, 2009, 12:07:02 AM
We had another vid, but that one was meh. Also had to do some last-minute editing on the released vid, so that's why it's 5 mins late :(.
Title: Re: Tick Tock
Post by: Zedblade on July 22, 2009, 12:22:59 AM
lol, the spy fell into the floor in that vid. whoever is making that map is a freaking noob loser.





oh wait.
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: frvge on July 22, 2009, 12:28:10 AM
 ::)
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: AgentX_003 on July 22, 2009, 05:12:21 AM
*thumbz up *  xD
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: Westfall on July 22, 2009, 08:01:15 AM
I enjoyed that video a lot. Nice job.  ;D
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: feev on July 22, 2009, 10:21:26 AM
great video, lookin really good. I remember placing GE`s in a map for hours..
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: Succubus Dryad Of The Undying Comet on July 22, 2009, 12:09:04 PM
Nice. The jump animation needs fixing, and the ledge hanging animation looks a wee bit weird.
Also, does automatic ledge detection work on ledges that aren't exactly horizontal?
And what about tilted surfaces? Would you be able to grab the ledge of that closet if it was tilted to be standing against the wall?
Also, the hang-from-the-(almost)-ceiling thing was awesome.
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: frvge on July 22, 2009, 01:09:54 PM
Currently you're able to hang from the stairs which are like / . That will probably get fixed.
CT's jump doesn't look that different from ours. Most jumping in games is a bit weird on some level.

For player-control reasons, we have to compromise. Else you get CT-stuff like 'better' animations that are unable to be properly blended with sudden changes (= player-control). Then you get stuff like the auto-roll and auto-jump. And we don't want that ;). So there's a technical reason behind some of the choices.
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: Succubus Dryad Of The Undying Comet on July 22, 2009, 01:28:45 PM
Oh alright.
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F8279%2Fledge.jpg&hash=5ee5c65f67724ed53c0116eaac936b449e659a87)
You didn't answer that, maybe because the question was weirdly written.
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: frvge on July 22, 2009, 02:12:50 PM
I don't know. I think it's a 'no', but I gotta ask Mulle who programmed it for that.
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: Tidenburg on July 22, 2009, 02:31:24 PM
MULLE HAS SWINE FLU!

The hang pose is really nice, looks like he's actually supporting himself against the wall with his legs but when he moves it doesn't look like there's any strain on his arms. The game's shaping up really nicely, I laughed at his gasps at how nice the map looks when he turned lighting on.  ;D
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: Gawain on July 22, 2009, 06:45:38 PM
Quote from: Random Person on July 22, 2009, 01:28:45 PM
Oh alright.
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F8279%2Fledge.jpg&hash=5ee5c65f67724ed53c0116eaac936b449e659a87)
You didn't answer that, maybe because the question was weirdly written.
he should be able to hang there if it's too steep to crouch up imo.
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: frvge on July 22, 2009, 07:05:51 PM
Legs aren't context-sensitive ragdolls. So only vertical hanging I think.
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: Succubus Dryad Of The Undying Comet on July 22, 2009, 08:02:46 PM
Quote from: frvge on July 22, 2009, 07:05:51 PM
Legs aren't context-sensitive ragdolls.
They should be. Ours are.
I don't blame you though. It's only human to have legs. ::)
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: Succubus Dryad Of The Undying Comet on July 22, 2009, 11:08:45 PM
Quote
[23:06] Philip: http://img265.imageshack.us/img265/8279/ledge.jpg
[23:06] Philip: Hi by the way.
[23:06] MulleDK19: No, he won't.
[23:07] Philip: Alright, thanks alot.
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: goodkebab on July 23, 2009, 10:59:00 AM
the reason is this:

To hang on any kind of angled ledge requires IK  (inverse kinematics).  The engine only supports   Hand and Foot IK (only the hands and feet can adapt to the angles of terrain)

For this to work for the entire body,  would require Full Body IK which the engine does not support.


This is NOT in any way related to ragdoll.
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: Tidenburg on July 23, 2009, 10:00:28 PM
I don't think anyone actually wanted that anyway. He's just being difficult. :D
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: Succubus Dryad Of The Undying Comet on July 23, 2009, 10:11:22 PM
Quote from: Tidenburg on July 23, 2009, 10:00:28 PM
He's just being difficult. :D
Oh am I? ::)
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: monterto on July 24, 2009, 05:49:08 AM
While I agree that the neck animation looks a bit unnatural, I'll still take it.

Anyone remember that one part of chaos theory when you grab the guard and you hold him by his jaw?
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: goodkebab on July 24, 2009, 10:49:35 AM
as far as weight,  i honestly think you mean that the drag part is to fast.  The CT version was really slow with tiny steps whereas this version is much faster.
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: monterto on July 24, 2009, 06:34:40 PM
Quote from: goodkebab on July 24, 2009, 10:49:35 AM
as far as weight,  i honestly think you mean that the drag part is to fast.  The CT version was really slow with tiny steps whereas this version is much faster.

perhaps I'm misunderstanding you but wouldn't it be better to have a longer neck break animation and a shorter knock-out animation so that there are more reasons to KO vs kill?
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: goodkebab on July 24, 2009, 06:48:34 PM
you are misunderstanding.  The animation is split into 3 stages.  Grab,  Drag,  Break/KO   

You have to break the stages  into seperate parts  to make them modular.   Drag  has to be loopable.  In Ct,  it was a very slow animation
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: Westfall on July 24, 2009, 10:21:45 PM
Seems like the drag being slow would be finely tuned compared to a faster drag. Especially if it's looping.
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: monterto on July 26, 2009, 02:59:33 AM
I sure do lack the insights of a game developer. Yes, I see what you are saying now.
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: Onlinedoucher on July 26, 2009, 08:59:59 PM
Quote from: goodkebab on July 24, 2009, 06:48:34 PM
you are misunderstanding.  The animation is split into 3 stages.  Grab,  Drag,  Break/KO   

You have to break the stages  into seperate parts  to make them modular.   Drag  has to be loopable.  In Ct,  it was a very slow animation


okay... stages or not, the merc doesn't even seem to have weight after having his neck cracked, spy just holds him by the neck like a toy and sets him down.
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: LennardF1989 on July 26, 2009, 10:51:11 PM
Quote from: Onlinedoucher on July 26, 2009, 08:59:59 PM
Quote from: goodkebab on July 24, 2009, 06:48:34 PM
you are misunderstanding.  The animation is split into 3 stages.  Grab,  Drag,  Break/KO  

You have to break the stages  into seperate parts  to make them modular.   Drag  has to be loopable.  In Ct,  it was a very slow animation


okay... stages or not, the merc doesn't even seem to have weight after having his neck cracked, spy just holds him by the neck like a toy and sets him down.
That's because that part will be blended with ragdoll in-game, which adds simulated weight to it.

Don't forget that it's the task of the engine to add "weight" to objects, not the animators. The animator just makes it look "weighted". Telling the engine that the spy weights 80kilos is done through code.
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: goodkebab on July 26, 2009, 11:22:52 PM
-and slowing down the animation may be enough.  Remember how in CT the animation was painfully slow.

Dont forget that game play wise,  its not going to be fun to watch a 2 second animation while a merc is gunning you down.
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: LennardF1989 on July 27, 2009, 01:26:17 AM
Quote from: goodkebab on July 26, 2009, 11:22:52 PM
-and slowing down the animation may be enough.  Remember how in CT the animation was painfully slow.

Dont forget that game play wise,  its not going to be fun to watch a 2 second animation while a merc is gunning you down.
General rule: looping animations can be broken at any time the player wishes, with the actual transitions you can't.

Not that it isn't possible, it would just look awkward. So, with goodkebabs example: You could stop the actual walking animation at any time (be it a slow or fast animation), but the actual animation after it: Breaking the neck or KOing, it should not be possible there. What goodkebab is trying to say, would you trade in precious seconds for a longer better-looking animation or do you rather want a fast animation that let the player keep control?

This was actually noted in the Ubisoft video goodkebab posted: In Prince of Persia they had to choose between awesome long animations or shorter animations. The con with long animations was, just as in our case, lose of player control and flexibility, while the animation plays, you have to wait. The con with shorter animations was that they didn't look as cool as the longer ones but with the pro that players maintain perfect control and flexibility all the time.

I know my pick.
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: Sunshine on August 23, 2009, 04:22:24 PM
Wowowowow...

I must say this game looks so awesome, I watch the ledge-movie... you did such a great work.. how many % can you say is ready now?

You done ALOT since I checked this forum last time, gorgeous website also. I long to start be an active SC player again and be the old geek I was with this game :D
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: Spekkio on August 23, 2009, 05:20:46 PM
Quote-and slowing down the animation may be enough.  Remember how in CT the animation was painfully slow.
"Painfully slow" isn't the way I'd describe them, and they were way too fast and funky looking in PS.

I know the spies are super athletic and all, but you can only drag a merc weighing approximately 180-200 lbs with 50 lbs of gear so fast.
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: Vega on August 25, 2009, 09:33:05 PM
Great work, guys!  Looks fantastic.  As noted above, I too felt that the neck snap looked a little too mechanical, but it looks good regardless.  And DAMN, I must say, Lakehouse is a beautifully done map.  Kudos to all you guys who worked on it.  Haha loved the part when mulle said at the end "ahhh gorgeous."
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: nubishdubishbone on December 25, 2009, 04:56:09 AM
Quote from: Rambo on July 22, 2009, 06:45:38 PM
Quote from: Random Person on July 22, 2009, 01:28:45 PM
Oh alright.
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F8279%2Fledge.jpg&hash=5ee5c65f67724ed53c0116eaac936b449e659a87)
You didn't answer that, maybe because the question was weirdly written.
he should be able to hang there if it's too steep to crouch up imo.

what about the lower edge directly under(to the left) of the red edge?

in CT if a surface was not 90* (degrees) with the edge it connect sto you could not climb which took out any possibility of design-type archetecture, i was having fun with my HQ model and i went to place ge's and though they were there i could not mount to roof, stole a major factor in the layout away, sucks.


just got the ledge grab vieo perfect quality, running looks a little stiff but normal. gw.
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: LennardF1989 on December 25, 2009, 01:26:29 PM
You will be able to climb pretty much everywhere a real human would be able to climb, as long as there is no "do not climb here" restriction added by the mapper.
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: AgentX_003 on December 25, 2009, 03:21:59 PM
Quote from: LennardF1989 on December 25, 2009, 01:26:29 PM
You will be able to climb pretty much everywhere a real human would be able to climb, as long as there is no "do not climb here" restriction added by the mapper.

well lets hope not because I find when game companies do this not just modders, that the immersion experience is taken away.
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: Succubus Dryad Of The Undying Comet on December 25, 2009, 03:57:07 PM
Quote from: AgentX_003 on December 25, 2009, 03:21:59 PM
Quote from: LennardF1989 on December 25, 2009, 01:26:29 PM
You will be able to climb pretty much everywhere a real human would be able to climb, as long as there is no "do not climb here" restriction added by the mapper.
well lets hope not because I find when game companies do this not just modders, that the immersion experience is taken away.
I, sir, humbly suggest that you visit your local psychologist.

Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: Savior20061 on December 25, 2009, 05:49:49 PM

Screw off Random. Agent's 10x the player you'll ever be. ;D
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: Succubus Dryad Of The Undying Comet on December 25, 2009, 08:13:38 PM
Quote from: Savior20061 on December 25, 2009, 05:49:49 PM

Screw off Random. Agent's 10x the player you'll ever be. ;D
Not really. I own him quite easily.
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: Savior20061 on December 25, 2009, 08:18:04 PM
Oh....well in that case go ahead.  :)
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: Spekkio on January 11, 2010, 05:10:52 PM
I can't get any of these to load properly :(
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: frvge on January 11, 2010, 05:22:40 PM
Try watching them on ModDB. They got it transcoded.
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: Spekkio on January 12, 2010, 05:52:42 AM
Where are those links? I didn't see any.
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: frvge on January 12, 2010, 11:07:17 AM
http://www.moddb.com/mods/project-stealth/videos/neck-break-front-untextured#imagebox
http://www.moddb.com/mods/project-stealth/videos/neck-break-back-untextured#imagebox
http://www.moddb.com/mods/project-stealth/videos/neck-break-finished#imagebox
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: MR.Mic on January 12, 2010, 01:07:41 PM
Quote from: frvge on January 12, 2010, 11:07:17 AM
http://www.moddb.com/mods/project-stealth/videos/neck-break-front-untextured#imagebox
http://www.moddb.com/mods/project-stealth/videos/neck-break-back-untextured#imagebox
http://www.moddb.com/mods/project-stealth/videos/neck-break-finished#imagebox

The in-game versions will transition into a ragdoll. Which these do not show.
Title: Re: Tick Tock (neckbreak, ledge climbing, wallpaper)
Post by: Cronky on January 29, 2010, 01:56:44 AM
My problem with the Grab>Neck-Break animation is just that the Spy's left arm doesn't look as if it would choke the Merc.

It's great, and will absolutely do considering it will be but a small part of the actual gameplay experience. But watching over the videos a lot it's just the one thing that got me (And the reason behind wanting to get a closer look).

It just seems like the Spy should have a more "Headlock" kind of arm position on the Merc. Right now it looks as if he's just kinda throwing an arm around him (Which is exactly what he is supposed to be doing), though not to any extent that the Merc couldn't just... Stand up straight and walk out of it.

To slim this down into something that could actually help in some way.

I believe the head shouldn't be held in Neck Break Fashion (Right arm on back of head) till the Neck Break Animation.

The grab should be more of a headlock (Arms Locked), which when standing still would lead into the Choke.

As for the Merc, I believe his footsteps should be less... dragged... more staggering.

Just my opinion, but there it is.