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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Is it really to much to ask for a non steam download? I'm not exactly on widndows so i'm having trouble downloading it on steam, of course if i had a non steam download i could install it and play easily. Yeah, yeah, macs suck, blah blah blah get a PC. gotcha.
(buried)
I am sorry to say but this mod sucks... its too slow (everyone walk slow move slow and run slow and when u sprint u get tired too fast) but its realistic :/
You may not like this mod but that doesn't mean it sucks. Not everyone likes to run around at high speeds with mindless fragging and instant respawns. Some people actually enjoy games with strategy and that require an attention span longer than that of a 12 year old.
Keep up the awesome work AoC, my group of friends are definitely looking forward to the optimization update!
Please please don't include crosshair for either bow or spear.
that would just honestly make it more unfair then it already is.
Spear man kills guardian/bowman with one spear- now with a crosshair... that would just ruin it for those who uses swords/spears/etc.
Always love and respect!
A crosshair will never be implemented in Age of Chivalry for melee or ranged. It does not have a place in the medieval world. So rest assured that your concerns will not come to life!
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.
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