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About KaB

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  1. 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.
  2. 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.
  3. 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).
  4. 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.
  5. Prone!

    Yea it's def a bug and will be removed.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. May 2017 Monthly Recap

    Yep that's just Chuc and I, and we're both full time.
  12. Where are the knifes? Cmon!

    Here's a little bit of knife for you, while you patiently wait.
  13. Valve Introducing Steam Audio

    As soon as the object is out of view, it sounds like it's 100m away from you...
  14. Free look & weapon rest position

    What game and how wrong are they? Im just curious.
  15. Free look & weapon rest position

    Thing is human brain is able to compensate the shaking your entire body is applying to your head, which makes your view staying very steady. If this thing wouldn't exist you'd want to throw up everytime you walk (kinda what happens when you're sick or drunk). That's a fact and proves True 1P is scientifically wrong too. Also fixing the 3P to get something right in 1P (like that sliding issue) is technically and humanly close to impossible. I invite you to go do some gaming dev and make your own opinion.