Age Of Chivalry ragdolls addon for Garry's Mod
Nov 18, 2008 Models Pack 7 commentsAge Of Chivalry ragdolls addon for Garry's Mod !!!
Age of Chivalry is a total conversion for Half-Life 2 currently being developed by Team Chivalry. We are a close group of friends who are dedicated to creating a fun story driven multiplayer experience set in a fantasy world in the medieval ages. We are creating a fast paced and fun first person melee combat system that will take the player to a new level of immersion. The players will be able to take part in sieges, town raids and open war in a story driven game. Our goal is to let the players write the history of the game as the teams battle it out over a sequence of user controlled map cycles depending on the victor. We want to take the overall experience to a new level of fun.
All of our members have a solid modding background and we hope that you support our modification as it grows and develops!
Join us on our Social Networking Sites!
13 comments by AgeofChivalry on Oct 6th, 2009 digg this super bookmark
The Team has just released a hotfix update to the patch that will address a couple bugs (assists not showing etc.) and balance issues. This patch also features several thirdperson animation fixes among other things. The full changelog can be found below.
Moving forward to CR3 and beyond… The next big update for Age of Chivalry will be the most ambitious update the game and possibly any mod, has ever conceived. Ok, so maybe that’s a loaded statement, but we’re serious, this thing is going to be BIG. We feel like the current game is finally at a state where we can sit down and really pump out a bunch of features we’ve wanted forever, but didn’t feel like we had the core gameplay down well enough yet to consider. A couple of features that CR3 is planning to implement include: A dynamic interactive campaign system designed to truly bring story to a multiplayer experience, new classes (that’s a plural, but for now we will only confirm the implementation of a “Siege Engineer” class, which may or may not be his final name, but gives you a basic idea of his purpose on the battlefield. That’s his workhammer you can see in the shot), brand new combat system that will give the players far more options in how they will choose to play, far more distinction and personality between the classes playstyle (including new playermodels for each class) new evasion maneuvers, completely redesigned existing maps, extensive particle effects, proper shield bashing, single player training missions and a hell of a lot more. And yes, limbs shall fly!
We know we can’t get away with just saying “brand new combat system”, so we will give you a couple details on what we plan to include without giving away too much. First off, why change a combat system that works for a lot of people, well the new system will be based off the old system in that its execution will be fairly similar, the differences are more in what options a player has available to him and how smooth the actions take place in comparison to when the player performs them. The main issue we’ve seen time and time again with our current combat system is that players can’t get used to the idea of having to “windup” an attack before you start delivering damage, that is, a player expects that when he presses an attack button that his sword will immediately deal damage to where ever he is pointing. This is not the case currently as we have to have the sword windup from idle before the follow through can begin and these critical moments can be frustrating for players that don’t understand why there is that delay.
So with the new system, players will initiate attacks the same way, by pressing down on an attack button, but it will give them the powerful option to hold an attack in a ready state. When the player releases that button his attack will almost immediately fire and strike whatever it is going to hit, with this improvement we expect the game to feel a lot more natural to players and not only that but it will add to the tactics and strategy to the gameplay by allowing players to perform “feints”, block from a ready state and with the way our new animation system will be setup, eventually freeform their own combinations.
That being said we won’t have players running around the battlefield holding their swords out at awkward angles forever and the time you can hold an attack in a ready state will be limited to avoid abuse and to keep things from looking silly. This new system would be totally open-ended for improvements later on which is one of the main appeals of it, for instance, imagine if you could launch one action and then after the follow through immediately move into a new action without waiting for the recovery to idle. This system will incorporate literally hundreds of new animations before we’re done and that’s the beauty of it, its something we can keep improving along with the rest of the game! For more on the combat system you’re going to have to wait, hope that’s enough to have you salivating in the mean time!
Adjustments made for the Hotfix:
- Reduced deflect animation (animation that plays after being parried or blocked by an opponent) from 1.5 seconds to 1.25 seconds to promote faster exchanges of blows
- Various Stamina cost adjustments (to be released in detail later)
- Fixed a bunch of 3rd person animation timing issues causing visual oddities
- Fixed Man at arms broadsword not playing a deflect animation in 3rd person
- Fixed some objective complete/failed stingers not playing
- Fixed client crashes on spectating
- Fixed Assists not displaying/recording to steam stats properly
- Fixed 1st mason Darkforest spawn not allowing full 16 players to spawn at once
- Fixed invisible boat on Invasion and Spawnpoint errors there as well
- Fix for sorrow dragon statue breaking and generating some instances of "mega-lag"
- Hudradio fix (for sourcemod menus - Thanks violentcrimes!)
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Age of Chivalry is still actively seeking people for the positions of:
3D modeler
Animator
2D Graphic Artist
To apply, please send an email and attach relevant works or a link to your demo reel to jobs@age-of-chivalry.com
Get more Age of Chivalry Information on our Website and other Community Hotspots!:
Age Of Chivalry ragdolls addon for Garry's Mod !!!
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My idea of utopia is a barren waste devoid of all human life, so you can imagine I prefer to play with bots where there's no lag, no "HAX", no assholes, no griefing, no spamming, and no mudkips. However, there is plenty of death by fall, suicide by fall, death by drowining, camping to stare at that one tree behind our spawn, and of course combat's a major issue to for a variety of reasons. I understand that's it's quite hard to program AI but is it too much to ask that the bots not act as if they're on LCD? After all, my utopia isn't complete until at least a few of my subjects aren't permanently high.
I take my "LCD" with my "PSP" everyday.
haha clever.
Haha, a humorous post and yes I can confirm the bots will sober up in the future. All kidding aside we are basically rewriting all the AI code to give them multiple personalities and a variety of tactics that will ensure they are not only twitch and glitch free, but that they give you a challenge on the battlefield. The AI improvements are a main aspect of the game's next MAJOR release, CR3.
Really addicting mod, good work!
This mod is definitly great but i cant get enough of people calling others "haxors" ... its pretty fun when their isnt any one actually "haxing"
Any who keep up the good work,
AssHat
I've always thought that the melee aspect of FPS games was the most fun. Which is why I think this mod is such a great idea and implemented really well. I can't believe the lack of medieval type FPS games.. yet endless amounts of the same looking Counterstrike/Call of Duty type. Now we just need people to have teamwork and use formations and such. I imagine clan wars would be really fun.
I was wondering what your plans for the future of this mod are? (Can't look for this on the site.. it's been hacked by a terrorist? o_O )
Do you have any plans to improve the textures and animations? This is one area where I think it needs a lot of work. Most of the maps I've played so far are very dark in some areas as well.. which is okay for me since I have a pretty good monitor, but my friend with an older one is having big problems, even with brightness turned up all the way.
Couple other suggestions:
- Some sort of of indication if you hit a player with a ranged class.
- A large timer somewhere showing how much time is left before the objective is failed.
- When I first enter a server, or a map reload.. an explanation of what objective I'm supposed to do. When I first started playing I had no idea what I was supposed to do objective-wise.
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But yea, fantastic job to the AoC team. It definitely needs more polish, but the gameplay and maps (especially the castle defense type ones) are tons of fun. Good luck with your mod, I hope you get more exposure. I'll tell my friends to try it.
The website issue was only a temporary one which we have now fixed, thanks for the heads up. There are a ton of plans for the future of this mod, the team feels there is more work left before we even considering being done than we've accomplished to date.
The lighting issue has been resolved in an upcoming patch.
We actually have "OVERHAULS" planned for all of our maps so we can get them to a final state, as some of these projects are several years out of date! You can see a small example of this in stoneshill in the upcoming patch as well.
There is a timer, unfortunately it is cutoff at certain resolutions and this is something we're hoping to address soon, in the meantime you could always press "i" to get an update on the current time left.
Have you played recently? The objective icon indicators do a pretty good job of relaying not only what you need to do, but where you need to do it to win the maps, for the most part anyway. Maybe there is something we can improve here too though if there is still some confusion though?
Indication that you hit a player from range is indeed something we could improve, I'll make note of it and see what the team can brainstorm up!
Hey, you know those red things that appear on all sides of your crosshair indicating which side you've been shot in some First-Person Shooters? Well, maybe you could use that, but instead of showing were you get shot, it could show enemies close or within striking distance. Now, if you were going for realism, I would suggest that method would only show the enemies in your line of vision, but maybe you could make it show people behind you as soldiers in the middle ages must have smelled due to lack of running water and soap :P well, you get the picture.
I believe scents would have been relative and you would not necessarily smell a person from the middle ages stronger than you smell a person now a days, because the nose would adapt. But even if I'm wrong I think it's borderline lunacy to base gameplay decisions on that degree of realism anyway :).
I think we need to keep the ability to sneak up on opponents and use stealth as a element in the combat so I can't personally say I support that idea, what is it that you are trying to solve with this idea anyway? Seems a far cry from indication for hitting an opponent at range... Maybe, just maybe we could have something of a "swoosh" behind the sword that would help you see how far your weapon is reaching and allow you to adapt and learn better for next time should you happen to miss, something worth thinking about with the particle editor actually.