Plan B wrote:Think rage is gonna be sweet.
*nerd rage
Re: *nerd rage
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No! Damnit, I refuse to think it will be sweet...
Re: *nerd rage
Fixed. (Kept the "..." because it wouldn't be xer0s if it wasn't retarded)xer0s wrote:No! Damnit, I refuse to think...
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Re: *nerd rage
"think" can be used as an imperative verb.Plan B wrote:Neither a statement nor a command (command? how would that work?)
"think" is an assumption/wish I'm confident will be fulfilled.
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this thread is funny as hell. so much "rage" over nothing more than speculation... heh
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New gameplay video. AI looks pretty nifty.
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Looks pretty solid.obsidian wrote:New gameplay video. AI looks pretty nifty.
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lol@the dude kicking the turret
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I will say that the animation in RAGE looks stunning.
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yeah the death sequences are very nice. I liked the part where the guy fell down after shot and lifted up his upper boddy while still down only to be finished off.
and the wounded guy limping his way towards the retreat point
in one of the interviews, they did mention that they put alot of effort into making the character animation "organic"
and the wounded guy limping his way towards the retreat point

in one of the interviews, they did mention that they put alot of effort into making the character animation "organic"
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Yeah it's cool, but...if you see the same type of animation more than a few times, it begins to be not as realistic. It's almost a catch 22. You want those types of realistic animations, but it's hard to have a unique animation for each individual enemy, especially with a game such as Rage where we might see hundreds or even thousands of different enemies. You start to see the same guys dying the same way over and over, it starts to numb the experience...Tsakali wrote:yeah the death sequences are very nice. I liked the part where the guy fell down after shot and lifted up his upper boddy while still down only to be finished off.
and the wounded guy limping his way towards the retreat point
in one of the interviews, they did mention that they put alot of effort into making the character animation "organic"
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That vid looked pretty fun.
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xer0s, that is an issue. However they did mention that the animations were somewhat connected to each character in a variable based automated way, and not just some basic animation they plug in, at time of death. If that means what i think it means is that even a heavier enemy (for example) could go through the same animation but slightly altered to make it look...well, heavier. If they can pull that type of integration off, it might not be a bad thing.
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There are different ways of executing animation, dynamic and static. Quake III for instance is an example of static animation, the death sequences are predetermined, if health = 0, run frames 30-38. No physics involved and all rigid body animations. Rage looks to be much more complex and it looks like a combination between AI determining the condition of the enemy (type of injury) and animation types for each condition, along with physics and soft body animations. Together, there's a much more dynamic range of animation types available depending on all these factors.
BTW, not sure if you guys saw the spider bot melee the guy behind the crate, it looks like it speared and gibbed the guy with much carnage. I smiled.
BTW, not sure if you guys saw the spider bot melee the guy behind the crate, it looks like it speared and gibbed the guy with much carnage. I smiled.
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Re: *nerd rage
does rage use the Natural Motion engine?
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Re: *nerd rage
I see that the naysayers are again insisting on nitpicking. How many animations should the animation department create? I'm not sure if you're aware of this (probably not) but games do have a limited budget and schedule.xer0s wrote:Yeah it's cool, but...if you see the same type of animation more than a few times, it begins to be not as realistic. It's almost a catch 22. You want those types of realistic animations, but it's hard to have a unique animation for each individual enemy, especially with a game such as Rage where we might see hundreds or even thousands of different enemies. You start to see the same guys dying the same way over and over, it starts to numb the experience...
In most AAA games over the last 8 years there are almost no AI enemies "dying the same way over and over" due to ragdoll physics.
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yeah, but we want AI to smash big glass coffee tables when they die, god damn it!
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wow, that's a great out of the box ad. gg id 

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should have been willits and carmack, not random nerd staff... but heh, tiger jump!
*edit- esp for the bad acting that would ensue
*edit- esp for the bad acting that would ensue

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Fuck Deus Ex. Shooting people in the FACE never looked better.obsidian wrote:New gameplay video. AI looks pretty nifty.
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but there are some physics /animation flaws with the character deaths. check out that dude @ 5:28 after he kicks the turret he gets shot, but he falls back more toward the left than one would expect from the player's position.

