Project Stealth

Archives => Presentation Forum => Topic started by: frvge on November 25, 2010, 01:39:55 PM

Title: "What artists/programmers are proud of"-thread
Post by: frvge on November 25, 2010, 01:39:55 PM
Hello all,

In the next few days we'll be releasing images and videos showing off some of the things our dev members are proud of.

We're starting off with the beds by pmckai86, made for Asylum.
Beds 1 (http://www.projectstealthgame.com/public/renders/props/hospitalbed4.jpg)
Beds 2 (http://www.projectstealthgame.com/public/renders/props/hospitalbed5.jpg)

Originally more like a modern bed, we quickly pointed out that the timeframe was wrong. After some research by pmckai86, he settled on the current look, derived from hospital beds in the 1950s. The bed has been made in a modular way. The pillow can be removed, and the matrass and sheet too. Different textures on the frame are the finishing touch.
Title: Re: "What artists/programmers are proud of"-thread
Post by: DreadStunLock on November 25, 2010, 01:51:48 PM
Are we allowed to post here?

If yes, we need blood effects :) Would be a nice effect when you torchlight over it :)
Title: Re: "What artists/programmers are proud of"-thread
Post by: comicsserg on November 25, 2010, 02:51:17 PM
AWESOME beds!!!!!!
Title: Re: "What artists/programmers are proud of"-thread
Post by: AgentX_003 on November 25, 2010, 05:20:30 PM
Quote from: frvge on November 25, 2010, 01:39:55 PM
Hello all,

In the next few days we'll be releasing images and videos showing off some of the things our dev members are proud of.

We're starting off with the beds by pmckai86, made for Asylum.
Beds 1 (http://www.projectstealthgame.com/public/renders/props/hospitalbed4.jpg)
Beds 2 (http://www.projectstealthgame.com/public/renders/props/hospitalbed5.jpg)

Originally more like a modern bed, we quickly pointed out that the timeframe was wrong. After some research by pmckai86, he settled on the current look, derived from hospital beds in the 1950s. The bed has been made in a modular way. The pillow can be removed, and the matrass and sheet too. Different textures on the frame are the finishing touch.

Hmm a possibilty that the spies may be able to prone :D? ... i mean theres a drape/ sheeting hanging on the one side, so thus in theory the spy could hide under.. hence you said the bed/ pillow can be removed ? ( i might have read that fast due i just woke up xD.)
Title: Re: "What artists/programmers are proud of"-thread
Post by: unskilled on November 25, 2010, 05:46:42 PM
You should design beds for dead people, they are iron and looks like half tin.
Maybe you to be ''more realistic'' you should watch photos/videos from old hospitals?:D

Maybe creators of models/map/textures etc. would watch some old hospitals and buildings around europe
go on http://opuszczone.com (http://opuszczone.com) and look for some hospitals etc. maybe it will give you any fresh ideas :D
Title: Re: "What artists/programmers are proud of"-thread
Post by: DreadStunLock on November 25, 2010, 05:49:21 PM
They are not tin looking at all, they are low poly, as well as they have no high detail reflection on the metal parts.
Title: Re: "What artists/programmers are proud of"-thread
Post by: comicsserg on November 25, 2010, 06:16:33 PM
Quote from: AgentX_003 on November 25, 2010, 05:20:30 PM
Quote from: frvge on November 25, 2010, 01:39:55 PM
Hello all,

In the next few days we'll be releasing images and videos showing off some of the things our dev members are proud of.

We're starting off with the beds by pmckai86, made for Asylum.
Beds 1 (http://www.projectstealthgame.com/public/renders/props/hospitalbed4.jpg)
Beds 2 (http://www.projectstealthgame.com/public/renders/props/hospitalbed5.jpg)

Originally more like a modern bed, we quickly pointed out that the timeframe was wrong. After some research by pmckai86, he settled on the current look, derived from hospital beds in the 1950s. The bed has been made in a modular way. The pillow can be removed, and the matrass and sheet too. Different textures on the frame are the finishing touch.

Hmm a possibilty that the spies may be able to prone :D? ... i mean theres a drape/ sheeting hanging on the one side, so thus in theory the spy could hide under.. hence you said the bed/ pillow can be removed ? ( i might have read that fast due i just woke up xD.)
Or maybe...spy can lie down on the bed and fake death ;) and merc want notice him  :D hahaahaha
I'm joking sry
Title: Re: "What artists/programmers are proud of"-thread
Post by: AgentX_003 on November 25, 2010, 06:44:48 PM
Quote from: comicsserg on November 25, 2010, 06:16:33 PM
Quote from: AgentX_003 on November 25, 2010, 05:20:30 PM
Quote from: frvge on November 25, 2010, 01:39:55 PM
Hello all,

In the next few days we'll be releasing images and videos showing off some of the things our dev members are proud of.

We're starting off with the beds by pmckai86, made for Asylum.
Beds 1 (http://www.projectstealthgame.com/public/renders/props/hospitalbed4.jpg)
Beds 2 (http://www.projectstealthgame.com/public/renders/props/hospitalbed5.jpg)

Originally more like a modern bed, we quickly pointed out that the timeframe was wrong. After some research by pmckai86, he settled on the current look, derived from hospital beds in the 1950s. The bed has been made in a modular way. The pillow can be removed, and the matrass and sheet too. Different textures on the frame are the finishing touch.

Hmm a possibilty that the spies may be able to prone :D? ... i mean theres a drape/ sheeting hanging on the one side, so thus in theory the spy could hide under.. hence you said the bed/ pillow can be removed ? ( i might have read that fast due i just woke up xD.)
Or maybe...spy can lie down on the bed and fake death ;) and merc want notice him  :D hahaahaha
I'm joking sry

im smell some truth :D to that hence there was never the wall run like that in versus sooo anything is possible xD
Title: Re: "What artists/programmers are proud of"-thread
Post by: frvge on November 25, 2010, 06:51:53 PM
We dont have plans for going prone. It would either mess up gameplay too much, or really take the speed out of the Spy (thus making the game boring).
Title: Re: "What artists/programmers are proud of"-thread
Post by: Cronky on November 25, 2010, 09:34:34 PM
Prone, Nah. Don't need it. Unless it's going prone inside a skinny vent or something.

Cardboard Box gadget. Now there's something I could actually see.
Title: Re: "What artists/programmers are proud of"-thread
Post by: DreadStunLock on November 25, 2010, 09:47:58 PM
Frvge you are proud of ure ingame UI, post it!
Title: Re: "What artists/programmers are proud of"-thread
Post by: tigaer on November 25, 2010, 10:54:35 PM
Quote from: DreadStunLock on November 25, 2010, 09:47:58 PM
Frvge you are proud of ure ingame UI, post it!

Yeah, Frvge's UI... okay. :(
Title: Re: "What artists/programmers are proud of"-thread
Post by: Cronky on November 25, 2010, 11:02:15 PM
Quote from: tigger on November 25, 2010, 10:54:35 PM
Quote from: DreadStunLock on November 25, 2010, 09:47:58 PM
Frvge you are proud of ure ingame UI, post it!

Yeah, Frvge's UI... okay. :(

Who said you could stop working??? I don't pay you to type!
Title: Re: "What artists/programmers are proud of"-thread
Post by: frvge on November 26, 2010, 07:37:19 PM
And the next thing.

A video from comicsserg who has been working on new animations and tweaking older ones.
This is a render from the latest neckbreak with a ragdoll effect in Maya (which didn't really turn out the way we wanted, but meh)

Neckbreak anim (http://www.projectstealthgame.com/public/video/spy/render_neckbreak_withRagdoll_1280x720HD.mp4)
Title: Re: "What artists/programmers are proud of"-thread
Post by: DreadStunLock on November 26, 2010, 07:39:46 PM
Quote from: frvge on November 26, 2010, 07:37:19 PM
And the next thing.

A video from comicsserg who has been working on new animations and tweaking older ones.
This is a render from the latest neckbreak with a ragdoll effect in Maya (which didn't really turn out the way we wanted, but meh)

Neckbreak anim (http://www.projectstealthgame.com/public/video/spy/render_neckbreak_withRagdoll_1280x720HD.mp4)

COMMISERG, COMMISERG, COMMISERG, COMMISERG, COMMISERG, COMMISERG, COMMISERG, COMMISERG, COMMISERG,

Now that was ub3r awezome!
Title: Re: "What artists/programmers are proud of"-thread
Post by: unskilled on November 26, 2010, 08:46:46 PM
Textured and smooth <3
Amazing!
Title: Re: "What artists/programmers are proud of"-thread
Post by: Cronky on November 26, 2010, 11:15:58 PM
That looks much slicker with the whole thing rendered with textures and whatnot.
Title: Re: "What artists/programmers are proud of"-thread
Post by: SteveTheCookie on November 27, 2010, 01:37:41 AM
Quote from: frvge on November 26, 2010, 07:37:19 PM
And the next thing.

A video from comicsserg who has been working on new animations and tweaking older ones.
This is a render from the latest neckbreak with a ragdoll effect in Maya (which didn't really turn out the way we wanted, but meh)

Neckbreak anim (http://www.projectstealthgame.com/public/video/spy/render_neckbreak_withRagdoll_1280x720HD.mp4)
Woah, cool. And I like the music.
Title: Re: "What artists/programmers are proud of"-thread
Post by: Farley4Fan on November 27, 2010, 09:55:40 AM
Very cool. A pleasant surprise for the day haha
Title: Re: "What artists/programmers are proud of"-thread
Post by: zglina on November 27, 2010, 12:01:07 PM
falling merc is...weird ;/ change that! This part of animation suck.
Title: Re: "What artists/programmers are proud of"-thread
Post by: comicsserg on November 27, 2010, 01:10:38 PM
it's just to let you know that after break the ragdoll will be added, now it's done with maya, the actual ragdoll will be performed in engine so it will be much better.
Title: Re: "What artists/programmers are proud of"-thread
Post by: zglina on November 27, 2010, 01:11:29 PM
Good to know :) Now im waiting for open-beta x)
Title: Re: "What artists/programmers are proud of"-thread
Post by: DreadStunLock on November 27, 2010, 03:49:34 PM
By the way has anyone experienced some weird bug upon a neckbreak where you grab a mercenary, and as you neck snap him, he like moves 10 feet to the side and he just warps around you till you actually let go of him? Any idea what that is? and what are the chances of that happening in PS, not saying it will, but the codingis probably similiar to CT, I don't know.
Title: Re: "What artists/programmers are proud of"-thread
Post by: frvge on November 27, 2010, 06:53:10 PM
Below the line are the entries of Kon Artist (level designer) and Binary (modeler, environmental art/modeler) for Asylum.

--------------------------------------------

Entrance Concept Art (http://www.projectstealthgame.com/public/conceptart/asylumentranceconcept.jpg)
Modeled Art (http://www.projectstealthgame.com/public/screenshots/maps/asylum/asylum3.jpg)


The biggest challenge in the map was capturing the mood and feel of an old asylum.  As you can see, there are changes from the current 3D render of the entrance room compared to the concept that I did during the summer.  As Binary and I conducted more research on metal hospitals during the 1950's we made changes to the textures of the room.  The layout of the map hasn't changed drastically from the original blue print.  But the visual look of the environment has.

Before the additional study took place, the current concepts had rich textures that became very busy and distracting within the game space. As it turned out, Asylums or mental hospitals were painted to cover repeating textures, such as wood, because they would mess with people that had mental illnesses such as schizophrenia.

So not only did this better set the mood of the map, but it also helped in unifying the map. We wanted the textures to focus on dirt and grunge, a run down place, and this idea mixed well with having less busy wall patterns and floors.  Also a game that relies on lights and shadows, overcomplicated textures would take away from the core gameplay element: light and shadows.

So the textures and changes in short were are result of this:

Map theme needed to feel more authentic and real;
Busy textures and too many different textures became distracting to the players.
Simplifying textures helped put the focus back on the core gameplay element, light and shadows.

Kon Artist and Binary.

----------------------------

Title: Re: "What artists/programmers are proud of"-thread
Post by: DreadStunLock on November 27, 2010, 07:59:36 PM
This is really phenomenal, that what I was talking about the light balance, the comparison of the previous has it's light a bit too much of dark, this one has just correct.
Title: Re: "What artists/programmers are proud of"-thread
Post by: AgentX_003 on November 27, 2010, 09:11:57 PM
Quote from: DreadStunLock on November 27, 2010, 07:59:36 PM
This is really phenomenal, that what I was talking about the light balance, the comparison of the previous has it's light a bit too much of dark, this one has just correct.

has the right amount :/ ?  i believe," has just correct " does not make sense in the modern world
Title: Re: "What artists/programmers are proud of"-thread
Post by: DreadStunLock on November 27, 2010, 09:20:34 PM
Anyway back on topic, what I mean by the right amount of lightning is the fact that most of the maps are always pitch black and the map makers are very scared of putting light somewhere and thinking it's going to be overpowered, look at Clarity soft, tons of lights and open lighted areas.
Title: Re: "What artists/programmers are proud of"-thread
Post by: comicsserg on November 27, 2010, 09:36:23 PM
lets not fight about some grammar mistakes ;)
Title: Re: "What artists/programmers are proud of"-thread
Post by: CurdyMilk on November 29, 2010, 02:42:05 AM
Nice work!
Title: Re: "What artists/programmers are proud of"-thread
Post by: VaNilla on November 29, 2010, 05:32:13 AM
Judging by the quality so far, I would seriously buy this if it were on Steam :)
Title: Re: "What artists/programmers are proud of"-thread
Post by: Tidenburg on November 29, 2010, 06:19:45 PM
That post has just correct, thanks Frvge ;)
Title: Re: "What artists/programmers are proud of"-thread
Post by: frvge on November 29, 2010, 08:49:08 PM
What? You want MORE video?...






























































OK. Have some.
It's the Render of Merc FPS animations (http://www.projectstealthgame.com/public/video/merc/render_mercFPS_640x480.mp4) by comicsserg.
Title: Re: "What artists/programmers are proud of"-thread
Post by: DreadStunLock on November 29, 2010, 09:07:50 PM
Reload

The reload animation I really liked, especially the pulling hook or whatever it's called (I am not a gun specialist), would be nice to see an implementation of a magazine being dropped on a floor with a sound when it hits the floor and stay there for at least couple of minutes or forever if there will be an option to change that.

Idle

The idle animation is good, but you can also add a small animation of a mercenary putting a gun up and resting it on his chest with a barrel up, like in the concept art you have one of them.

Melee

Melee looks very similiar to CT, but you could make it so you can make a some sort of a hit vertically for more detail, like 50/50 chance. Also from the cheek pad to the buttpad you could make a bit of a graphical change since it looks a bit boring from my point of view, for example making some squared holes like the modern ones have or something like that.

Run

Run animation indeed looks smooth and it actually makes the rifle look better (can't wait to wield that baby)

Sprint

Sprint I hope it says what it is like in DA, but also if that part of the bullcharge, I think it needs a bit more of a head down literally, because if you are bull charging your head should be in front and the head should lean down a lot more. But I am hoping for a Sprint ability.

An Idea just popped, If you sprint into a spy, you get knocked down together, and it should be different to charge, charge is used offensively and knocks down the spy without you suffering from being knocked off balance, sprint should have that consequence.

Overall good job on the render very pleased with it. GG(As AgentX_003 always says every 3 minutes :) )
Title: Re: "What artists/programmers are proud of"-thread
Post by: savov on November 29, 2010, 09:16:38 PM
It looks so damn good! The running animation could benefit from some more motion, but over all - I CANT WAIT TO SEE MOAR!!!111oneone ;D
Also the sound in the background is amazing, hope we get something like that in the menu and even ingame.
Title: Re: "What artists/programmers are proud of"-thread
Post by: unskilled on November 29, 2010, 10:21:50 PM
Oh dude, that who made that sprint animation good a beer from me.
That's 110% sprint animation as I wanted to see! ;)

Beta NAO! ;D
Quote from: DreadStunLock on November 29, 2010, 09:07:50 PM
Reload

The reload animation I really liked, especially the pulling hook or whatever it's called (I am not a gun specialist), would be nice to see an implementation of a magazine being dropped on a floor with a sound when it hits the floor and stay there for at least couple of minutes or forever if there will be an option to change that.

Idle

The idle animation is good, but you can also add a small animation of a mercenary putting a gun up and resting it on his chest with a barrel up, like in the concept art you have one of them.

Melee

Melee looks very similiar to CT, but you could make it so you can make a some sort of a hit vertically for more detail, like 50/50 chance. Also from the cheek pad to the buttpad you could make a bit of a graphical change since it looks a bit boring from my point of view, for example making some squared holes like the modern ones have or something like that.

Run

Run animation indeed looks smooth and it actually makes the rifle look better (can't wait to wield that baby)

Sprint

Sprint I hope it says what it is like in DA, but also if that part of the bullcharge, I think it needs a bit more of a head down literally, because if you are bull charging your head should be in front and the head should lean down a lot more. But I am hoping for a Sprint ability.

An Idea just popped, If you sprint into a spy, you get knocked down together, and it should be different to charge, charge is used offensively and knocks down the spy without you suffering from being knocked off balance, sprint should have that consequence.

Overall good job on the render very pleased with it. GG(As AgentX_003 always says every 3 minutes :) )
About that magazine on ground it could drop and dissapear after 10 seconds like body.

About sprint:
I hope it's also a charge. I don't think so we want to use all keyboard keys for movenement?:D
Title: Re: "What artists/programmers are proud of"-thread
Post by: comicsserg on November 29, 2010, 10:27:26 PM
glad you like it guys  ;D I'll definitely will improve some parts later,
thx for the valuable feedback  ;)
Title: Re: "What artists/programmers are proud of"-thread
Post by: CurdyMilk on November 29, 2010, 11:03:02 PM
Quote from: frvge on November 29, 2010, 08:49:08 PM
What? You want MORE video?...
MORE MORE MORE!   :P  Looking great.  As long as they look good from the spy's view too...
Title: Re: "What artists/programmers are proud of"-thread
Post by: Farley4Fan on November 29, 2010, 11:36:49 PM
woahhh cool stuff

I have a question.  Is the "sprint" different from charge?  Or have you guys combined that into one like DA?
Title: Re: "What artists/programmers are proud of"-thread
Post by: frvge on November 30, 2010, 12:51:32 AM
It's an animation. It could become a 'real' sprint move, but as far as I know, it's currently meant as part of the bullcharge. Not sure, but I hope when we got the animations in-game again we can provide some more clarity.
Title: Re: "What artists/programmers are proud of"-thread
Post by: monterto on November 30, 2010, 04:27:55 AM
superbly animated, very nice. I can't get over how silly that wrist thing is though...
Title: Re: "What artists/programmers are proud of"-thread
Post by: Farley4Fan on November 30, 2010, 06:49:37 AM
Let me help you get over it.

It's a fucking rolex.  And stuff.
Title: Re: "What artists/programmers are proud of"-thread
Post by: DreadStunLock on November 30, 2010, 10:08:10 AM
Quote from: monterto on November 30, 2010, 04:27:55 AM
superbly animated, very nice. I can't get over how silly that wrist thing is though...

IT'S THE OMNITRIX!

Cmon silly? I think it looks way cool.
Title: Re: "What artists/programmers are proud of"-thread
Post by: Cronky on December 07, 2010, 05:37:33 AM
Everything looks awesome. Reload looks reload-y. Idle looks idle-y. Melee looks like it might hurt a little. Run looks fast. Sprint looks faster.

On top of all this though should be a "Long Term" idle animation. Like after... 5 (10, 15, whatever makes sense) seconds of not moving a little shoulder shrug kind of thing should happen, or the Merc inspects his gun a little bit, or... pretty much anything can happen. A tiny visual cue subtly telling the player to move his ass.

Dread may have been talking about this with the "Gun to chest thing", and if he was then that would work also.
Title: Re: "What artists/programmers are proud of"-thread
Post by: Farley4Fan on December 07, 2010, 07:39:18 AM
I have an idea for an animation after a long period of the merc being idle.  You have the merc take out a sharpie pen from his utility belt.  He takes off the cap.  He writes on the merc's screen (his own face) in backwards writing: "Oh hai, you have been gone a long time.  Imma draw some stush on ur visor lawls"  *the merc's hand/sharpie proceeds to draw weeners and boobs and things of that immature nature.  This way, mercs that go AFK will come back to get a bunch of things drawn on their screen and have to play with the handicap of multiple weeners on his sound indicator.
Title: Re: "What artists/programmers are proud of"-thread
Post by: Cronky on December 07, 2010, 07:50:45 AM
Hahahahahahahaha.

Love it
Title: Re: "What artists/programmers are proud of"-thread
Post by: AgentX_003 on December 07, 2010, 08:38:15 AM
Quote from: Farley4Fan on December 07, 2010, 07:39:18 AM
I have an idea for an animation after a long period of the merc being idle.  You have the merc take out a sharpie pen from his utility belt.  He takes off the cap.  He writes on the merc's screen (his own face) in backwards writing: "Oh hai, you have been gone a long time.  Imma draw some stush on ur visor lawls"  *the merc's hand/sharpie proceeds to draw weeners and boobs and things of that immature nature.  This way, mercs that go AFK will come back to get a bunch of things drawn on their screen and have to play with the handicap of multiple weeners on his sound indicator.

seek help
Title: Re: "What artists/programmers are proud of"-thread
Post by: Cronky on December 07, 2010, 09:04:43 AM
Quote from: AgentX_003 on December 07, 2010, 08:38:15 AM
Quote from: Farley4Fan on December 07, 2010, 07:39:18 AM
I have an idea for an animation after a long period of the merc being idle.  You have the merc take out a sharpie pen from his utility belt.  He takes off the cap.  He writes on the merc's screen (his own face) in backwards writing: "Oh hai, you have been gone a long time.  Imma draw some stush on ur visor lawls"  *the merc's hand/sharpie proceeds to draw weeners and boobs and things of that immature nature.  This way, mercs that go AFK will come back to get a bunch of things drawn on their screen and have to play with the handicap of multiple weeners on his sound indicator.

seek help

I agree. Cause this idea wont become real on just forum posts alone!
Title: Re: "What artists/programmers are proud of"-thread
Post by: DreadStunLock on December 07, 2010, 12:15:27 PM
Quote from: Cronky on December 07, 2010, 09:04:43 AM
Quote from: AgentX_003 on December 07, 2010, 08:38:15 AM
Quote from: Farley4Fan on December 07, 2010, 07:39:18 AM
I have an idea for an animation after a long period of the merc being idle.  You have the merc take out a sharpie pen from his utility belt.  He takes off the cap.  He writes on the merc's screen (his own face) in backwards writing: "Oh hai, you have been gone a long time.  Imma draw some stush on ur visor lawls"  *the merc's hand/sharpie proceeds to draw weeners and boobs and things of that immature nature.  This way, mercs that go AFK will come back to get a bunch of things drawn on their screen and have to play with the handicap of multiple weeners on his sound indicator.

seek help

I agree. Cause this idea wont become real on just forum posts alone!

Make sure it has "David Beckham's Stolen Sharpie" on the sharpie itself :)

But I really want that idea to be a reality!
Title: Re: "What artists/programmers are proud of"-thread
Post by: Gawain on December 07, 2010, 03:21:40 PM
i'm proud of learning automator/apple script. does that qualify? ;P
Title: Re: "What artists/programmers are proud of"-thread
Post by: DreadStunLock on December 07, 2010, 06:17:59 PM
Quote from: Rambo on December 07, 2010, 03:21:40 PM
i'm proud of learning automator/apple script. does that qualify? ;P

Where is your Green/Red | | | | | | | on your title? :P
Title: Re: "What artists/programmers are proud of"-thread
Post by: Farley4Fan on December 07, 2010, 07:41:35 PM
Lol Agent told me to seek help lol

So, is there a spot on the development team for planning idle animations (not making them just brainstorming them)???

I will make a thread on the join-us section if this doesn't get an answer quickly. 

I'm cereal.
Title: Re: "What artists/programmers are proud of"-thread
Post by: CurdyMilk on December 07, 2010, 07:48:42 PM
Quote from: AgentX_003 on December 07, 2010, 08:38:15 AM
Quote from: Farley4Fan on December 07, 2010, 07:39:18 AM
I have an idea for an animation after a long period of the merc being idle.  You have the merc take out a sharpie pen from his utility belt.  He takes off the cap.  He writes on the merc's screen (his own face) in backwards writing: "Oh hai, you have been gone a long time.  Imma draw some stush on ur visor lawls"  *the merc's hand/sharpie proceeds to draw weeners and boobs and things of that immature nature.  This way, mercs that go AFK will come back to get a bunch of things drawn on their screen and have to play with the handicap of multiple weeners on his sound indicator.

seek help
ROFL! 

Quote from: Cronky on December 07, 2010, 05:37:33 AM
On top of all this though should be a "Long Term" idle animation. Like after... 5 (10, 15, whatever makes sense) seconds of not moving a little shoulder shrug kind of thing should happen, or the Merc inspects his gun a little bit, or... pretty much anything can happen. A tiny visual cue subtly telling the player to move his ass.

Dread may have been talking about this with the "Gun to chest thing", and if he was then that would work also.
Idle animations are fine as long as they are not repetitive.  If the same thing happens every time a person is idle (or even a few things), it can get old quickly.  The only way it would be reasonable is if there are at least 5 or 6 idle animations...but this is probably a waste of time considering more important things need to be done.
Title: Re: "What artists/programmers are proud of"-thread
Post by: frvge on December 07, 2010, 07:58:49 PM
We've had multiple idle anims from multiple animators. We'll see what gets implemented in the end and what not. For now we're mostly using comicsserg's first-person animations.
Title: Re: "What artists/programmers are proud of"-thread
Post by: DreadStunLock on December 07, 2010, 08:00:46 PM
Yeah about that, you really need to show some spy stuff, like taking out tazer, shooting with it, Jumping, sneaking, those movement things.

By the way is the next update any time soon? :))
Title: Re: "What artists/programmers are proud of"-thread
Post by: Cronky on December 07, 2010, 09:05:27 PM
Quote from: CurdyMilk on December 07, 2010, 07:48:42 PM
Quote from: Cronky on December 07, 2010, 05:37:33 AM
On top of all this though should be a "Long Term" idle animation. Like after... 5 (10, 15, whatever makes sense) seconds of not moving a little shoulder shrug kind of thing should happen, or the Merc inspects his gun a little bit, or... pretty much anything can happen. A tiny visual cue subtly telling the player to move his ass.

Dread may have been talking about this with the "Gun to chest thing", and if he was then that would work also.
Idle animations are fine as long as they are not repetitive.  If the same thing happens every time a person is idle (or even a few things), it can get old quickly.  The only way it would be reasonable is if there are at least 5 or 6 idle animations...but this is probably a waste of time considering more important things need to be done.

The point really is to make them "annoying". They can look really cool, but there are only two situations in which you'll "See" it more than once:

A.) You're camping for an Amount of time. (This excludes camnet and sniping because you can't see yourself)

or

B.) You're AFK

It's also why I said to make it happen in intervals that make sense. If it happened every 3 seconds then even a reasonably active person would see it more than they should. Making it happen every 10 or 15 seconds... I'm hard pressed to find a reason you would need to sit still that long without actually "doing something" (See the exclusions in situation A).

It gears your players with a standard of play without blatantly telling them what to do.

Could be seen as a waste of time, but as I've said with 99% of the things I end up saying something about... it doesn't have to be there day 1 of beta. This is obviously a very minor feature, but it sounds to me to be something at least a little worth while.
Title: Re: "What artists/programmers are proud of"-thread
Post by: frvge on December 07, 2010, 09:17:09 PM
Quote from: DreadStunLock on December 07, 2010, 08:00:46 PM
Yeah about that, you really need to show some spy stuff, like taking out tazer, shooting with it, Jumping, sneaking, those movement things.

By the way is the next update any time soon? :))

I don't recall anything about a 'next update'.
Title: Re: "What artists/programmers are proud of"-thread
Post by: DreadStunLock on December 07, 2010, 09:59:22 PM
What happened to the Artists/programmers are proud of "Update" thing...
Title: Re: "What artists/programmers are proud of"-thread
Post by: LennardF1989 on December 07, 2010, 10:13:33 PM
idle happens whenever you stand still, don't stand still and you won't see the idle, it's not like you magically stop breathing for 15 seconds or anything.

We only had a few things to show, dread, it's not like we opened up the archives or anything :P
Title: Re: "What artists/programmers are proud of"-thread
Post by: Cronky on December 09, 2010, 02:28:43 AM
Quote from: LennardF1989 on December 07, 2010, 10:13:33 PM
idle happens whenever you stand still, don't stand still and you won't see the idle, it's not like you magically stop breathing for 15 seconds or anything.

I'm not sure who you were replying to, or whether this was agreeing or disagreeing with the idea of a 2nd idle animation.

I like it though. Plus I would get to see more Merc animations this way! (Or spy, who knows)
Title: Re: "What artists/programmers are proud of"-thread
Post by: DreadStunLock on December 09, 2010, 01:52:56 PM
Also guys, will we be able to see our teammates idle animation? Like every gun movement that happens on his screen will we be able to see it? I think that a great idea for more detail.

Also when a spy is idle, maybe you can make a small move where he stands on his 1 arm, and just balances with his feet up, I think that would be really cool.

Something of: http://www.youtube.com/watch?v=CXtaiQoocMo one of those moves.

Or, like in Warcraft 3, Demon hunter stands on his 1 foot, bending his foot and placing it on his knee, balancing and doing some kind of a hand sign or whatever, I think that would be sweet.
Title: Re: "What artists/programmers are proud of"-thread
Post by: frvge on December 09, 2010, 01:59:26 PM
Answer to idle anims: yes. All animations that are implemented are properly replicated (that's working again since 2-3 days).
Title: Re: "What artists/programmers are proud of"-thread
Post by: DreadStunLock on December 09, 2010, 02:03:05 PM
Quote from: frvge on December 09, 2010, 01:59:26 PM
Answer to idle anims: yes. All animations that are implemented are properly replicated (that's working again since 2-3 days).

Yay!
Title: Re: "What artists/programmers are proud of"-thread
Post by: Wh1tE_Dw4rF on January 14, 2011, 12:16:33 AM
Quote from: DreadStunLock on December 09, 2010, 01:52:56 PM
Also guys, will we be able to see our teammates idle animation? Like every gun movement that happens on his screen will we be able to see it? I think that a great idea for more detail.

Also when a spy is idle, maybe you can make a small move where he stands on his 1 arm, and just balances with his feet up, I think that would be really cool.

Something of: http://www.youtube.com/watch?v=CXtaiQoocMo one of those moves.

Or, like in Warcraft 3, Demon hunter stands on his 1 foot, bending his foot and placing it on his knee, balancing and doing some kind of a hand sign or whatever, I think that would be sweet.

I'm not so sure if spies should act as a streetperformer when standing idle.
Title: Re: "What artists/programmers are proud of"-thread
Post by: DreadStunLock on January 14, 2011, 10:09:55 AM
Well, why not? They are spies, and I am sure there are tons of people in real life, when are waiting for someone they always have a different waiting position? And to be honest, if I was a spy, with super agility, I would do somesort of a move that would keep me warmed up and ready for anything, rather just sitting or lying on one place, relaxed.
Title: Re: "What artists/programmers are proud of"-thread
Post by: LennardF1989 on January 14, 2011, 01:26:07 PM
I love it how people say the game isn't about realism yet always use real-life as an argument.
Title: Re: "What artists/programmers are proud of"-thread
Post by: DreadStunLock on January 14, 2011, 01:56:47 PM
Who did?  :-X
Title: Re: "What artists/programmers are proud of"-thread
Post by: seef. on March 31, 2011, 09:44:13 AM
what happen to links?! i want to see this stuffs  ???
Title: Re: "What artists/programmers are proud of"-thread
Post by: LennardF1989 on March 31, 2011, 11:03:06 AM
We've had a server crash which took down pretty much everything. To prevent this in the future we are relocating the public stuff so it can be easily backed up if the server ever goes down again, please allow us some time to do so.

Sorry for the inconvience, please check back later.

Almost everything can be found on http://www.indiedb.com/games/project-stealth too.
Title: Re: "What artists/programmers are proud of"-thread
Post by: seef. on March 31, 2011, 11:47:32 AM
nice, thanks.  neckBBBBBreak!
Title: Re: "What artists/programmers are proud of"-thread
Post by: AgentX_003 on March 31, 2011, 04:47:48 PM
Quote from: seef. on March 31, 2011, 11:47:32 AM
nice, thanks.  neckBBBBBreak!

hai :D
Title: Re: "What artists/programmers are proud of"-thread
Post by: Destroyer0 on April 16, 2011, 01:39:07 AM
Oh yeah sure if I was I spy I would totally be doing backflips and handstands...  :P
Title: Re: "What artists/programmers are proud of"-thread
Post by: Succubus Dryad Of The Undying Comet on April 16, 2011, 01:19:34 PM
404 on the links in the first post.
Title: Re: "What artists/programmers are proud of"-thread
Post by: DreadStunLock on April 16, 2011, 01:20:22 PM
Seems fine for me, you sure your anti-virus or anything like that does not block it?
Title: Re: "What artists/programmers are proud of"-thread
Post by: frvge on April 16, 2011, 06:42:03 PM
Meh, public is still down. Will see about fixing it monday.
Title: Re: "What artists/programmers are proud of"-thread
Post by: Succubus Dryad Of The Undying Comet on April 17, 2011, 03:21:48 PM
Quote from: DreadStunLock on April 16, 2011, 01:20:22 PM
Seems fine for me, you sure your anti-virus or anything like that does not block it?
Antivirus. Seriously?
Debian and proud of it.
Title: Re: "What artists/programmers are proud of"-thread
Post by: DreadStunLock on April 17, 2011, 03:35:23 PM
Well everything is fine for me, I dunno :|
Title: Re: "What artists/programmers are proud of"-thread
Post by: comicsserg on April 17, 2011, 05:39:59 PM
Quote from: Succubus Dryad Of The Undying Comet on April 17, 2011, 03:21:48 PM
Quote from: DreadStunLock on April 16, 2011, 01:20:22 PM
Seems fine for me, you sure your anti-virus or anything like that does not block it?
Antivirus. Seriously?
Debian and proud of it.
ooo yes :D i've got ubuntu/debian :D
Title: Re: "What artists/programmers are proud of"-thread
Post by: DreadStunLock on April 17, 2011, 05:41:34 PM
Comodo <3
Title: Re: "What artists/programmers are proud of"-thread
Post by: knooger on April 17, 2011, 06:37:41 PM
Quote from: DreadStunLock on April 17, 2011, 05:41:34 PM
Comodo <3
Robert on Linux you don't have to use any antiviruses :) You need to give permisions for programs etc. via root. So, even if u have any virus on it, he cannot do anything bad without your knowledge ;P
Title: Re: "What artists/programmers are proud of"-thread
Post by: DreadStunLock on April 17, 2011, 07:51:11 PM
....Linux :Vommit:
Title: Re: "What artists/programmers are proud of"-thread
Post by: comicsserg on April 17, 2011, 08:33:52 PM
even if you download something it will automatically has the lowest permission that it even cannot be executed :D only the root can change it so KnoogeR is right ;)