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About KaB

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  1. Hmm, what's this?

    The animations are done.
  2. November 2017 Recap

    This meant v10 got added and nothing else will be added until it got rid of all its bugs.
  3. October 2017 Recap

    The old anim system was a blocker too. Even though the code would have been fixed, the single round reload animations couldn't be implemented at all back then (SKS got added because this specific weapon could load all bullets at once as if it was a regular reload dry). So the code fixing task for single round reloads was simply put aside and set to low priority. The new anim system is supporting single round animations only since this summer. So the code fixing is slowly getting a higher priority on the todo list, but again: there's alerady tons of stuff above it that just wont move until they're done.
  4. October 2017 Recap

    Shotguns are already in the game, but the current code doesn't allow us to make single round reloads. We're just using fake reload dry and mag switch states for them atm, exactly like for the SKS. Single round reloads shouldn't be hard to make, but there's just too much stuff going on right now that we just can't focus on them yet, so I would safely not expect them to be in v10.
  5. Animation System Update

    Blur will be back as it's really easy to setup but it's low priority, and coders are already overbooked by many other important tasks. Designers set all the weapons properties (except the animations), like recoil, sway, spring, etc. And those features use the anim system in order to have effects in the game.
  6. Animation System Update

    You're free to keep using as you used to Just keep in mind it allows you to do very long range shots (not as accurate, but surely good for suppression) without having the cons of a scope on short range.
  7. ADS FOV Slider

    The distance between the camera and the sight that you currently have in game is obviously awful, it's because of an animation system restriction. The new anim system don't have this restriction anymore so we can get closer. PR uses a double layer system, and the 1P mesh is setup with a lower FOV, which is why the sight looks closer, while it actually isn't. This is something we thought about using for Squad but the engine don't seem to fully support it yet, and it actually might not be compatible with our new recoil system or the adjustable sights (unless the FOV is locked but that won't happen).
  8. Neither Heaven Nor Earth French army fighting in afghanistan. It's def more a psychological analysis of the war than an actual war movie, so it's probably not what you look for. But I personally loved it so I'll just it here, just in case.
  9. Prone!

    Yea it's def a bug and will be removed.
  10. May 2017 Monthly Recap

    I think hard controls could probably keep asymmetric battles balanced like insurgency game mode, without having to excessively restrict the amount of available vehicles.
  11. May 2017 Monthly Recap

    That's the idea, although we made it so the animators can do only one animation which can play in both 1P and 3P.
  12. May 2017 Monthly Recap

    No final decision was made regarding how the weapon should react with the environnent yet. We have few ideas but IMO the chances it becomes as complex as how it is in the video are very low.
  13. May 2017 Monthly Recap

    Good question. This is something we still need to study. Applying ragdoll to 1P might not work very well for various reasons Im not gonna list here. Something we could possibly do is applying a dying anim followed by a dead pose to 1P, a bit like in BF4 where the dude falls and raises his hand which calls for help, and applying a ragdoll to 3P right when he dies, followed by an uncapacitated pose like a foetal position few seconds later. All of this is still unofficial.
  14. May 2017 Monthly Recap

    Yep that's right. 3P anims are mostly the same with few improvements and lots of new ones added. 1P is reanimated from scratch, since the old anim system used the same anims for 3P and 1P. And no, lowered has zero impact on the gameplay, it's purely esthetic. If Id have to find an impact, the biggest one would be for your enemies to clearly see you're not ADS even from long distance.
  15. May 2017 Monthly Recap

    Yep that's just Chuc and I, and we're both full time.