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Thread: Open Sauce and first person animations

  1. #41
    Posts, posts EVERYWHERE! Warsaw's Avatar
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    Re: Open Sauce and first person animations

    Who said anything about following Halo 2 and 3's stuff specifically though? It's about having the ability to go above and beyond Halo 2 and 3, not just riffing on it.
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  2. #42
    For Auir! ODX's Avatar
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    Re: Open Sauce and first person animations

    Pretty cool, I can see a lot of uses for this in Single Player maps.

    Also, that's a pretty wonky firing animation.
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  3. #43
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    Re: Open Sauce and first person animations

    Could you do FP cutscenes with this?
    ( I mean the animations, not the destructible, but thats cool too!)
    Last edited by Higuy; April 16th, 2010 at 04:31 PM.
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  4. #44

    Re: Open Sauce and first person animations

    Quote Originally Posted by Warsaw View Post
    Who said anything about following Halo 2 and 3's stuff specifically though? It's about having the ability to go above and beyond Halo 2 and 3, not just riffing on it.
    Look around. Do you see anyone making custom bipeds, let alone bipeds with damage permutations? I don't want to make it a priority when no one will use it. If I find an easy way to implement it, maybe I will, but if not I see no reason to.

    Also higuy, I made a script function allowing you to play a first person animation by name, so yeah, fp cutscenes are possible.
    Last edited by Choking Victim; April 16th, 2010 at 07:17 PM.
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  5. #45
    Neanderthal Dwood's Avatar
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    Re: Open Sauce and first person animations

    I think that you would find that if the features are there people will use them. also, are you looking into the infection to pure form thing?
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  6. #46

    Re: Open Sauce and first person animations

    Quote Originally Posted by Dwood View Post
    I think that you would find that if the features are there people will use them. also, are you looking into the infection to pure form thing?
    What about the existing awesome features of OS that nobody seems to use? And no, the pure to infection form thing isn't on my list of things to do, but we'll see if it peaks my interests later on.
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  7. #47
    Senior Member Sasc's Avatar
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    Re: Open Sauce and first person animations

    Does this fully sync online? If one client in a server damages an object, would another client see the changes? or is all of the work done client side?
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  8. #48
    InnerGoat killed my dakimakura waifu because I didn't post my desk :( jcap's Avatar
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    Re: Open Sauce and first person animations

    My guess is that it's all client-side. The OS code for client syncing was never completed.
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  9. #49

    Re: Open Sauce and first person animations

    Quote Originally Posted by Sasc View Post
    Does this fully sync online? If one client in a server damages an object, would another client see the changes? or is all of the work done client side?
    Basically what jcap said. Regular damage permutations don't sync, so neither will this. Since I'm hooking the existing function that permutes an objects model when it takes a certain threshold of damage.
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  10. #50
    Senior Member Malloy's Avatar
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    Re: Open Sauce and first person animations

    I'm curious... how did CAD's backpack mod work... cos then you could apply seperate armour segments to bipeds (the armour segments being the 'weapons' in this case) and have shoulder pads and chest plates with varying destructive permutations. If any of that makes sense.
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