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4 Guests are here.
 

67f0de1820c9dZylonBane

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I've been assuming, perhaps too optimistically, that all the weapon animations shown so far are reload animations. Any equip animation more elaborate than just lifting it up should be a hard no.

Jesus, I just noticed the wibble-wobble on the psi amp cable and the way the plug is jiggling in the guy's arm. This is military hardware, guys. That thing is flopping around like a two-dollar USB cable.

And the droid animation at 20 seconds in, there seems to be some sort of bounce in the leg movement, which makes no sense because it's a robot; they have rigid joints. The vanilla droid animations got this right. As goofy as they were, they at least looked like something purely mechanical, not like someone cosplaying in a robot suit.

It's like there's a whole lotta "Look what we can do now!" in these animations, and not nearly enough "But should you do it?" Lens flare syndrome ahoy.

67f0de1821217Chandlermaki

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While I agree that some of the weapon animations are a little... much, I'm still pretty happy to see them. It's going to go a long way towards making the combat feel less clunky, which is one of the main things I've seen folks complain about in regards to this game over the years. It never bothered me personally, but it's going to be a plus for anyone new to the game.

Since no one has said it, for simplicity sake, it comes out June 26, 2025. Technically closer to 26 years after but it is what it is.

Oh, thank heavens! What would we do without you?

67f0de18213dePacmikey

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Amazing work on the updated weapons and animations. Hype

actually very surreal seeing stuff like reload animations, in a good way of course

67f0de18216d8sarge945

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There's nothing wrong with having "draw" animations. Most games have them and they look fine.

67f0de182181cZylonBane

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Of course they LOOK fine. Looking fine is literally the entire point of them. The problem is when they add gratuitously long fucking-around animations that increase the forced delay before you can shoot things.

67f0de1821b52eldrone

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Of course they LOOK fine. Looking fine is literally the entire point of them. The problem is when they add gratuitously long fucking-around animations that increase the forced delay before you can shoot things.


Gameplay or timings are not impacted by animations, and disabling these is very easy.

They essentially use the downtime in the old animations and lerp into positions where needed.

But it's just a visual change.
Acknowledged by 2 members: ZylonBane, Chandlermaki

67f0de1821ec7voodoo47

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there's a whole lotta "Look what we can do now!", and not nearly enough "But should you do it?"
this - print it, frame it, put it on everyone's desk. more often than not, less is more. and as mentioned before, whoever is telling the texturing team they are doing a good job, is not doing a good job, and needs to be told so, the (AI) textures are still off, and there is no real reason they should be.

also, while the objects are hires now, they also look somewhat gritty? most SS2 objects should look clean, this is/was intentional.

67f0de182207fvrubayka

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Up to 144FPS performance with ultra-widescreen support

Why isn't it totally uncapped? Perhaps it's done to properly sync players in co-op. What about single-player? NewDark allows totally uncapped frame rates.
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You guys just don't get it, game preservation is all about spending six years to make goggle's balls sway back and forth as you run around the UNN Von Braun. This is what Larry Kuperman considers art

67f0de1823a58eldrone

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Why isn't it totally uncapped? Perhaps it's done to properly sync players in co-op. What about single-player? NewDark allows totally uncapped frame rates.

It is uncapped, and without physics breaking.

67f0de1823ca6ZylonBane

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Before I forget it, just wanted to mention that a useful feature for modders would be some kind of mechanism for mods to declare a key action. E.g. say you install the "Rumbler Summoner" mod, then you automagically have a "Summon Rumbler" mapping appear in the keybind screen, that invokes the desired script when pressed.

67f0de1823ea3tiphares4

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Amazing, i think this is one of the best changes so far:

67f0de18240b4ZylonBane

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My concern is that that animation is a specific motion that real-world snakes use when moving forward. So it looks "right" when the annelid worms are moving forward, but it'll probably look "wrong" when they're turning in place, and extra-wrong when they're falling and jumping. Unless they've figured out a way to change animations depending on what it's doing.

The original animation worked for both moving and turning because it was more subtle and lo-fi.

67f0de18244a0Chandlermaki

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Why isn't it totally uncapped? Perhaps it's done to properly sync players in co-op. What about single-player? NewDark allows totally uncapped frame rates.

I mean, sure, it technically does, but you have to lock the physics frequency, which leads to the camera and game itself (animations etc) looking mismatched and weird.

67f0de1824815eldrone

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Amazing, i think this is one of the best changes so far:

I thought it was going to be this:

Acknowledged by 2 members: Chandlermaki, tiphares4

67f0de182498deldrone

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But also, here's the current state of the midwife:


[mw.jpg expired]

67f0de1824ab7voodoo47

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facial animations? that needs to hit the spot really precisely else it will look off. we'll see.

the midwife has a bit too much going on down there as already mentioned.

67f0de1824d8aChandlermaki

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But also, here's the current state of the midwife:

...oh wow. Color me legitimately impressed.

67f0de1824edfZylonBane

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I'm okay with the midwife. What really needs work IMHO is the hybrids, since they're one of the most common enemies in the game, but they currently look like "we have hybrids at home" knockoffs. Too clean, too puffy. They're supposed to look sweaty, bloody, and gaunt, like their bodies are being consumed from the inside of everything except the muscle needed to keep them walking around.

67f0de1825059icemann

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New weapon animations - Meh

New models - Good.

Have to give SS2E a go when its out, to see for myself.
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When i'm a hybrid, just minding my own business, when I hear goggle's newly animated ass clip clopping his way around the corner
Acknowledged by 2 members: Chandlermaki, icemann

67f0de1825418eldrone

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I'm okay with the midwife. What really needs work IMHO is the hybrids, since they're one of the most common enemies in the game, but they currently look like "we have hybrids at home" knockoffs. Too clean, too puffy. They're supposed to look sweaty, bloody, and gaunt, like their bodies are being consumed from the inside of everything except the muscle needed to keep them walking around.

Yeah I'll be doing a pass on that too actually, shotgun grunt is too clean for sure.

67f0de182564atiphares4

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But also, here's the current state of the midwife:

What about those ridges.. if they were fully modelled it would fit more perfectly within the (somewhat blocky) overall aesthetics imo.

67f0de182580cMilkeyWilkey

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The trailer is looking really nice. but I have a couple of questions:
why even change the colors of windows? the green/ smoky blue ones were already pretty cool. also og 16bit renderer gave much more pronounced blues to the overall lighting.
midwide's eyes look much less horrifying then in the gory original. is this the finished look?

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