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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Everytime I run, the game freezes and the gameoverlay error thing pops up and I have to close the game.
love the mod, only problem though is the arrows dont do enough damage to heavies. otherwise nice job.
yeah like the 3rd arrow true the head kills them
great, i love how your making this more skill based... so much so im willing to have another swing or two literally at it. although have just been playing dark messiah multiplayer, so lets see if it can compete.
THeres still games for DM multiplayer?! o.O
But yea, the main reason I stopped playing this game is that to me, it wasn't very skill based in the first place, it was a lot of bunny hopping, jumping in, getting a hit jumping out, jumping in, stuff that people would not do in a fight.
We got rid of those tactics in the past two patches. I'd suggest giving the game a shot again! :D
I love the mod, Been following it for a while, but the optimisation on the maps could be better. I get 10-20 fps max when playing, but 40-50 on Cs:s. If it wasnt for that, i'd play this all day long ^_^
(buried)
get a better pc -.-
You know, ive never thought of that. -_-
I have an amazing rig and I still get FPS drops on it. They've even admitted they did poor optimization. Read their website.