Popular Post FRAYDO Posted October 17, 2019 Popular Post Report Share Posted October 17, 2019 Time for another Reborn 2.0 development update! Taller Cyborgs, new Mech animations, GDI War Factory changes, and Nod Construction Yard updates. Cyborgs Through our efforts in fixing the scaling feature, we can now resolve an issue long overdue for our cybernetic soldiers. Cyborgs now rightfully tower over regular infantry as the imposing monstrosities they are. "Scan initiated!" "Directive?" As stated previously, our fixed scaling has not led to any worldbox collision issues and cyborg infantry getting stuck. You will notice the floating limbs, meaning now our next step is rigging. OWA will take charge on fixing that up for our tall bois. New Mech Animations Coming for Reborn 2.0, our GDI mechs have received new animations from Permagrin from the Renegade X team and setup in the engine courtesy of OWA. The Wolverine and Titan's movements are much more fluid now and more appropriate of mechanical walkers. "Infantry reporting!" "Moving out!" Feedback on Discord has been divided with some people liking the new animations, some not liking them, and others liking one but not the other. What are your thoughts? Here's a sneak peek of what to expect in-game! "On my way!" GDI War Factory Scaling There are some of you who may remember our legendary operative, Agent Hasak, who had previously reported on the new GDI War Factory that was rolled out to their bases. Reports are coming in that the GDI War Factory is undergoing scale alterations and renovations. Nod War Factory and GDI War Factory size comparisons. Before scaling, the new GDI War Factory is much bigger than the Nod counterpart. "Scale Me" bone attached to the War Factory to allow ease of scaling. Exterior scaling alone has led to interesting results in the interior. Once the exterior scale is determined, the interior will be tackled next. Proposed new entry/exit for the GDI War Factory. Coming together. The new GDI War Factory is coming along nicely and the new version has been rolled out to our testers for feedback. The end result of the scaling and interior renovations will be better gameplay for both sides, attackers and defenders, during combat inside the GDI War Factory. Players may like to know that even after the downscaling of the factory the Juggernaut, GDI's biggest vehicle to be produced in the War Factory, still fits and has no issues in walking out after completion. And to close this off, ChopBam has provided a video walkthrough of the work in progress! Have a look. Construction Yard Scale and Updated Roof Raap has set about working on the scale of the Construction Yard and has also updated the Construction Yard roof. The details behind the scaling are yet to be finalised, though in the meantime you may appreciate the roof updates. In Progress. Construction Yard Roof (Current) Construction Yard Roof (Updated) Not pictured here, but the Nod Construction Yard will also receive anti-Jump Jet measures (a ladder) to counter flying abuse where Jump Jets would fly to spots unreachable by defending Nod forces and remain a nuisance. You will also notice a new doorway on the side, allowing another entry for GDI infiltrators. That catches us up on Reborn 2.0 development! Keep an eye on our Discord and media for more discussion and announcements. "One Vision, One Purpose." [blurb]Time for another Reborn 2.0 development update! Taller Cyborgs, new Mech animations, GDI War Factory changes, and Nod Construction Yard updates.[/blurb] 6 Quote Link to comment Share on other sites More sharing options...
NodGuy Posted October 17, 2019 Report Share Posted October 17, 2019 Great update. I will say that the Titan walking animation looks odd, almost makes it look smaller than it is, which sounds crazy. 0 Quote Link to comment Share on other sites More sharing options...
devilslayersbane Posted October 17, 2019 Report Share Posted October 17, 2019 I think the animation needs a little more weight to it. It looks very floaty. 1 Quote Link to comment Share on other sites More sharing options...
Premier Romanov Posted October 17, 2019 Report Share Posted October 17, 2019 Is version 2.0 being worked on the renegade engine or is it being added to the UE3 engine? I know it'd look and play amazing, and with the work that has been made on Renegade X, it'd be really easy to port things over and work on it there. Just throwing it out there. 0 Quote Link to comment Share on other sites More sharing options...
NodGuy Posted October 18, 2019 Report Share Posted October 18, 2019 6 hours ago, devilslayersbane said: I think the animation needs a little more weight to it. It looks very floaty. Yes! This is what I was trying to say. 1 Quote Link to comment Share on other sites More sharing options...
Popular Post FRAYDO Posted October 18, 2019 Author Popular Post Report Share Posted October 18, 2019 On 10/17/2019 at 4:14 PM, Premier Romanov said: Is version 2.0 being worked on the renegade engine or is it being added to the UE3 engine? I know it'd look and play amazing, and with the work that has been made on Renegade X, it'd be really easy to port things over and work on it there. Just throwing it out there. It's not as easy as it sounds. Porting things over correctly takes a considerable amount of manpower hours, which is a limited resource for our devs who have such little free time. On top of that, going over to the UE3 engine at this point diminishes the amount of work the W3D Hub team has put into improving the Renegade engine and pushing its boundaries. Looking back at the original Renegade and comparing it to the feats we have achieved throughout our modding history, we have gone so much farther than anyone could have possibly imagined. Looking forward, we do not intend to stop anytime soon! We can always think to ourselves that it will be easier to go with the UE3 engine or any other, but that defeats the purpose of what our W3D community has been founded on. I hope this answer is sufficient enough. 6 Quote Link to comment Share on other sites More sharing options...
Goliath35 Posted October 21, 2019 Report Share Posted October 21, 2019 I assume the floating breach block on the gun of the titan will be fixed? Other than that, I like the new animations it gives the walkers some personified feels about them. 0 Quote Link to comment Share on other sites More sharing options...
delta Posted October 25, 2019 Report Share Posted October 25, 2019 Might've posted this somewhere before, but is it possible to hold the aim steady with the Titan? Or is that something that isn't fixable? 0 Quote Link to comment Share on other sites More sharing options...
Bayonetta Posted November 1, 2019 Report Share Posted November 1, 2019 (edited) Titan Animation does look odd It animated better in the cutscenes. And in a lot of the still pictures it looks like it's standing better and walking differently. It's better than the current/old one that's for sure. But there's something off about it. I was gonna say and/or thinking the animation in the Gif looks Floaty, like it's lacking weight. it looks like it's gliding. Edited November 1, 2019 by Bayonetta 0 Quote Link to comment Share on other sites More sharing options...
Raptor29aa Posted November 1, 2019 Report Share Posted November 1, 2019 @Bayonetta the difference between the walking in-game and the cutscenes is the left and right wobble that makes the titans look heavier with each step. But the in-game titan of TS matches very closely with the titan of TSR. In-game (TS) the titans walk smoothly and you may lose 9 titans and feel oh I can make more. But in the cutscene it’s like 4 titans can smash through a wall of laser turrets and are heavy and powerful and clunky/wobbly. I think the team is going for more of a true to in-game TS than cutscene TS. 0 Quote Link to comment Share on other sites More sharing options...
Bayonetta Posted November 11, 2019 Report Share Posted November 11, 2019 (edited) I just think there needs to be more gravity when it feets lands, like it's stomping. As the others have said, it just looks a bit floaty. Is it possible to show a clip of the Wolverine too? if that got improved? - Thanks. Edited November 11, 2019 by Bayonetta 0 Quote Link to comment Share on other sites More sharing options...
delta Posted November 12, 2019 Report Share Posted November 12, 2019 Wait that walker assault cutscene was from vanilla TS correct? Or at least part of it? Then how come there's Juggernauts and music from Firestorm? Unless they already had the expansion pack stuff planned out even before the core game was released... 0 Quote Link to comment Share on other sites More sharing options...
OWA Posted November 12, 2019 Report Share Posted November 12, 2019 I'll post some updated footage soon(tm). 1 Quote Link to comment Share on other sites More sharing options...
Bayonetta Posted March 22, 2020 Report Share Posted March 22, 2020 Cool nice. 0 Quote Link to comment Share on other sites More sharing options...
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