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Canon
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« on: March 01, 2007, 05:09:30 AM » |
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Frogames is going to work on the CS:Warriors and Commoners on a regular basis, and to provide at least 2 updates per month until the final release. The different planed steps are:
1/ fix bugs and problems. 2/ add new content. 3/ add new file formats. 4/ work on demos, tutorials and documentation.
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Linterra
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Newbie

Posts: 1
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« Reply #1 on: March 01, 2007, 10:32:14 PM » |
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It's going to take me at least a week or two before I can get the new toons in-game... I've got some other goals for this weekend but hopefully either this weekend or next I'll be able to work on this.
Unless you end up making female toons as well (even if it's an additional pack), we're probably just going to use this as stand-in artwork, but hopefully we can give you some decent feedback.
<edit>Oh, and so far the models look awesome!</edit>
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kwikman
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Newbie

Posts: 4
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« Reply #2 on: March 02, 2007, 12:54:35 AM » |
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Hello
And good work. Havent had the time yet to do more the read the manuals and look at the files and play around a little. The pack, together with the buildings , is simply perfect work!
I think it would be nice to have a woman pack and maybe an item pack, wíth the same 'visualization theme'.
Well, for me time is not a problem, i do this at the moment mostly at my spear time, so a can wait:-)
Greetings to all Kaj Wikman SYH Pa/IT
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Canon
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« Reply #3 on: March 02, 2007, 04:04:23 AM » |
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A lot of CS owners probably don't yet have the time to use the pack. I'm going to wait for some feedback. It's important to fix bugs and problems before starting to work on additionnal content.
A Women pack is planed, but the first step is to finish this pack. And concerning objects, the pack will include 25 additional objects, and I hope to convince Tridinaut to prepare a compatible version of their Medieval Weapons Pack (50 weapons).
Christophe
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RiddleMaster
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Posts: 1
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« Reply #4 on: March 02, 2007, 09:46:46 AM » |
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I've got the pack started in a RPG prototype I'm working on.
So far I am very pleased with it and have had no problems at all.
I'm planning on doing some more things to it this weekend and getting more of the characters in game and working with some AI.
Right know I just got one character in game with some AI.
*EDIT*
I have a similar interest in having some female characters.
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fenghus
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Posts: 3
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« Reply #5 on: March 03, 2007, 02:32:12 AM » |
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First of all let me just say I love the pack! I've integrated it into my own XNA engine and the animations work great and the texture templates in particular are perfect. I realize this is mainly a fantasy pack, but i'll be using it for a looser setting with both SF and fantasy influences; so if I get to make a wish it would be a pistol-firing animation. Like others, I'm also be interested in a woman mesh/pack!
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kwikman
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Posts: 4
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« Reply #6 on: March 04, 2007, 02:14:27 PM » |
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Hello again
Now i hade some time to learn CSWC, using the documentation that came with the pack. It was easy and intuative to get an character created.
I called him Jean and tested him in one of the content packs premade missions. Everything worked like it should. (The only thing that felt different is i 3pv when one rotates around the figure with the z button, it looks like the camera is not moving around the character, but insted around some other 'point'. Is it designed to work like this?)
I fully understand (like we discussed in an other email) the need to first make this execellent pack 100% ready and then first make more ;-) I missed the part about the objects, nice to have these also! I also own Tridinauts MedivalWeapon and sound packs, so very nice if they also works.
Best regards Kaj Wikman
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Canon
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« Reply #7 on: March 06, 2007, 08:53:49 AM » |
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@fenghus I'm not sure Fire animations are relevant for the pack itself, but several animations for crossbow are planed.
@Kaj Can you give me more details about your rotation problem please?
Christophe
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kwikman
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Posts: 4
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« Reply #8 on: March 12, 2007, 03:30:59 AM » |
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Hello
Sorry for not having time to answer earlier, have been quit busy at work!
What i mean by z is "toggleFreeLook", ie i have a standard configured movemap where i have binded z to "toggleFreeLook". When i rotate in this mode with the orc in standard TGE 1.5, the camera rotatets around the character (character stays in the center). But, when i do the same with a "body" from cs the rotation center seems to bee somewhere else. ie the character moves around, sometimes so much that i cant see him.
Could that be related to the 'eye'- or 'cam'-node in the 3d figure?? Hopefully this clears some up, please ask more otherwise ;-)
Best regards
Kaj Wikman
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Canon
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« Reply #9 on: April 02, 2007, 11:26:25 AM » |
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kwikman,
I fixed your problem. Check out the updates forum to download the new character meshes.
Christophe
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kwikman
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Posts: 4
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« Reply #10 on: April 16, 2007, 12:45:45 AM » |
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Hello again!
And tanx, i check it out. When i have had time to test it i tell you how it went.
Best regard Kaj
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